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FreeStylaLT

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Posts posted by FreeStylaLT

  1. This is an interesting approach to solving a few practical problems Cargo has! However, it's a flawed one and would not get merged in its current state, just due to the layout alone.

    DISCLAIMER:

    I AM NOT A MAINTAINER OR A HEAD ADMIN. I DO NOT HOLD ANY DIRECT AUTHORITY OVER THE MERGING OF A PR. THIS IS MERELY MY OPINION.

    The short list would be:

    • The new closed-off lobby area (due to the solid walls and a tight entrance) makes the hallway feel more cramped and claustrophobic. The lobby itself may be larger, but no one can see that. This is non-desirable given our pop levels, we want the station's public areas to look, feel and be roomier.
      • Adding windows, perhaps even exposing the entire area with a giant entrance rather than 2-tile one might help solve this.
    • The 'hallway'. Its sole purpose from what I understood was to make the ore reclaimer publicly accessible while also making it easier to get to for Miners. The result is.. a hallway that Cargo itself does not need or actually utilize. Quartermaster does not need to be attached to the public, nor does the warehouse, or even the "mailing" room. This is unacceptable design.
      • A hallway should be as straight as possible and serve a function for the entire department. Your version is neither straight nor integral to Cargo, it does not flow well or connect anything conveniently, if anything it separates the warehouse from the 'mailing' room, it does not allow smooth, straight pathing from one location to another in cargo, nor does it make the intended ore reclaimer convenient to access, after all, it's all the way at the end of the hallway / dock for both intended parties.
        • If you choose to solve the ore reclaimer issue this way, you should consider moving the entire mining dock and attaching it to the lobby, rather than forcibly morphing the entire department around a single object.
    • Larger rooms. You chose to increase the size of a lot of the rooms, yet filled the space with nothing.
      • The Quartermaster's office currently has no need for an expansion -- no equipment is sorely missing or is too cramped in there. It seems you agree with that, as you did add anything to the office, yet expanded it anyway, leaving it with 6 additional tiles and nothing to do with them.
      • Likewise, the "mailing" room has been greatly expanded for.. no conceivable reason. There is literally nothing on the left side of the wall, in fact, you shrunk all the tables in the original room to be fit around a single chair.
      • The mining dock has the same issue. It was expanded, yet nothing was used to fill the space. In fact, I struggle to see the purpose of enlarging the dock -- it does not need to be bigger to serve its primary function of giving a quick setup for miners and for them to go in-and-out of the mining station.
    • Security checkpoint. It seems like your new layout left a large amount of space, which is odd considering every room received a size increase by themselves. You chose to fill this space with a security checkpoint, which is problematic on two fronts:
      • A) Cargo is unlikely to warrant a dedicated security checkpoint when you have exposed the entire department to the public already, the checkpoint is not there to give them access to cargo, or to restrict access for others, it seems to be filling.
      • B) We do not have security checkpoints as they were all removed due to, well, taking up unnecessary and unused space for the most part. If we were to add them back, Cargo would be very unlikely to get one, considering, again, its general public nature in a central hallway and lack of dedicated / private rooms.

    Overall, the remap's layout as-presented (that is the walls, and solid objects, I do not care for missing pipes, utilities or other wall-accessories.) does not seem to fit the expectations the Maintainers / Heads might have for merging a map change. I highly suggest reconsidering your priorities for what should be compromised on when re-doing a layout. As much as an increase in pure tile-numbers can be seen as a positive thing, if those new tiles are filled with nothing or serve no purpose, the rooms quickly start looking and feeling desolate, which is a problem with this current version.

    My suggestions on priorities:

    • Reconsider a hallway. Cargo has barely enough rooms as it is. On top of this, you chose to remove a room from Cargo, meaning a hallway connecting all rooms is less meaningful or necessary to begin with, if you choose to keep maintenance disposals.
      • If you do end up using a hallway, keep it as straight as possible as as convenient to access from the lobby area to whatever its endpoint is. When you turn to access a department's lobby, you shouldn't need to make any additional turns to actually get in.
    • Optimize space. If you decide a room needs expansion, then that new space needs to be refurbished and utilized properly, either through an internal room's flow, through additional items placed in the room or simply through aesthetic flooring.
    • Do not have a security checkpoint. This will most definitely complicate your PR and weigh it down unnecessarily. The point is a cargo remap for convenience, not an addition of a security checkpoint.

     

     

     

    • Thanks 1
  2. Greetings! As you may or may not know, I have been working on an Engineering remap for the past couple of weeks. While it is functionally PR-ready, I felt like opening it up for additional feedback may be wise ahead of time. This is the full-view of the changes, courtesy of AffectedArc07's map image generator:

    102.png

     

    This remap is rather vast, extending from Arrivals, to Escape and down south into Engineering itself.

    The goal here is to give Engineering a more cohesive structure and spreading out all the equipment in it more sensibly, to dedicated supply rooms or otherwise. Another goal was to make both the SM from Fox's port and the Tesling engine possible to use.

    Beyond that, there were also some changes made to maint areas of the station, by adding a couple of new distinct areas, like a maint-garden and an abandoned robotics area.

    Things of note:

    • Arrivals' Auxiliary Storage has been moved to the public construction room in Engineering hallway
    • Mechanic has been moved to Escape
    • Arrival / Cargo / Engineering Maint-blocks have all been connected intl a half-ring. Consequently, Disposals has been moved deeper into maint.
    • While both engines can be used at once, at the moment only SM is prepared. There are no Tesla or Singularity beacons in this version, but that is likely to change by the time the PR is made.

    Please share your thoughts! It is an extensive remap, so I could have easily missed, forgotten or overlooked some important things.

    • Like 3
  3. Greetings! I will be handling this Complaint.

    I can see that there was an issue in the conduct of the Admin, in regards to a ban with a short-handed or otherwise lackluster investigation.

    Considering the Admin in question has provided an apology and has explained what and how went wrong on their end, I would be willing to resolve this Complaint, with the natural expectation that BryanR has learned from this mistake and will try to reduce any potential lapses in judgement in the future.

    As for your ban, seeing as it has been wrongfully placed, will be lifted.

    If you are not comfortable with this resolution, feel free to reply here.

  4. Greetings!

    The Admin in question (Alffd) told his side of the story and it essentially boiled down to him turning a failed Singularity into a quasi-event. The singularity was kept in place through admin tools and was led to Escape as the shuttle was about to leave for added dramatic effect. The Singularity destroying Engineering and its power was part of the intended event.

    The initial evacuation timers were modified specifically to allow a fair chance for any antags in the round to complete their objectives.

    To my knowledge, only one person died to the Singularity, and it was someone who essentially threw themselves at it.

    On its own, this event does not seem to violate any of our event guidelines or expectations: the round was presented with a unique situation (a singularity that had eaten the main power source, but remained in place for the majority of the round) that, at most, could have only affected the crew by shutting off the station's power (which did not happen station-wide, as far as I am aware.)

    While I do understand the frustration of having one's round messed with to such an extent as the entire engineering gets destroyed or made non-functional, these type of things can happen as part of events, if we were to limit what an Admin could do to a given department or station, the flexibility and potential impact of events would suffer greatly.

    I do not see any misconduct on behalf of Alffd in this case, so I consider this Complaint resolved.

    If you have any issues with the resolution of this Complaint, feel free to reply here or contact me through Discord.

    • Like 1
  5. Greetings!

    I apologize for the late reply.

    The main issue you are venting about seems to be centered around the fact that you, after having lost access to most of the Janitor's non-water equipment, were reprimanded for wetting floors in higher traffic areas during a state of emergency, which you also contest by saying that there was no real emergency, at least in Medbay.

    While the context behind you using only water methods is unfortunate, it was not mentioned by you in the PM conversation you showed in the Complaint, meaning Rb303 was not informed that you ran into trouble getting soap or space cleaner. Do keep in mind that Admins are not aware of everything that happens on the server at any given time, and that every player is not stalked throughout a round, meaning that it is entirely possible, and likely, that Rb303 had no idea about your situation.

    Beyond that, however, Rb303 noted that wetting floors during high-alert or dangerous situations is toeing the line near self-antagging, which is completely true on its own -- disrupting the movement of players while in distress can cause tremendous damage if a right slip at the right time happens. This is the general statement Rb303 tried to convey, as far as I can tell from the conversation.

    You seem to take issue with the state of alert the station had at the time in the context of the conversation. This has two different takes, as Rb claims that people were coming in with spider-related injuries, and you claim that Medbay only had russian roulette related deaths and one injured Vulp.

    When you explained your POV of the state of emergency, Rb did not argue or contradict you, he simply acknowledged your point and re-iterated his point -- the same general statement regarding using wet floors that I have verified just now.

    There is no misconduct on behalf of Rb in this case, he witnessed a Janitor using wet floors during a perceived state of crisis and PMed them to give them a better understanding of when and how to use wet floors in the context of emergencies, with which you agreed.

    Of course, as mentioned earlier, the context of you losing all non-wet items is unfortunate, but if worst comes to worst and there is a heavy emergency on the station (Nukies, grown terror spider outbreak, blob, etc) then you as an IC person who probably values their lives over the spotlessness of the floor should be prioritizing other things rather than cleaning the floor and consequently disrupting movement in that emergency.

    Due to this, I consider this venting resolved.

    If you have any issues with the resolution of this venting session, feel free to reply to this thread or contact me over Discord.

    • Like 1
  6. Greetings! I am going to be handling this complaint.

    This is the conversation in question that occurred, the name of the Admin is obscured as per your preference of keeping them anonymous:

    Quote

    [2018-12-15T11:48:10] ADMIN: PM: [ADMIN]->Stink100/(Nero Saurs): Hey there, please don't use netspeak terms like "lol" IC okay?

    [2018-12-15T11:48:51] ADMIN: PM: Stink100/(Nero Saurs)->[ADMIN]: I think you messaged the wrong person

    [2018-12-15T11:50:41] ADMIN: PM: [ADMIN]->Stink100/(Nero Saurs): Nope I didn't ""I'm stuck lol" "

    [2018-12-15T11:50:56] ADMIN: PM: Stink100/(Nero Saurs)->[ADMIN]: I don't recall this

    [2018-12-15T11:51:05] ADMIN: PM: Stink100/(Nero Saurs)->[ADMIN]: But I'll refrain

    [2018-12-15T11:51:12] ADMIN: PM: [ADMIN]->Stink100/(Nero Saurs): Well you said it so keep in mind that you shouldn't use netspeak IC

    This conversation does not show any signs of Admin misconduct and is in fact, the general tact and clarity we expect from Admins -- he never insulted you, kept to the point of the situation and, when asked, clarified what exactly caused the issue by giving you a direct quote.

    While I feel sorry that you felt insulted as a result of this conversation, I cannot apologize for, punish or otherwise reprimand the Admin in question over this conversation because, as I said, it is completely within our expectations of conduct.

    Due to this, this Complaint is considered resolved.

    If you are not satisfied with the conclusion of this complaint, feel free to reply to this thread.

  7. As seen in this thread, Denthamos already admitted overstepping when they decided to handle the events in the round in question. Furthermore, right after the event, a conversation took place on our Discord where he was informed on how he could have best handled a similar situation.

    Considering this was his first offense as a Game Admin, and that he himself has already admitted fault, and that he has both been informed of potential better solutions in the future and has promised to take them into account should something similar occur, I consider this Complaint resolved with a warning to make better judgements in response to various player events.

    If you believe this resolution to be satisfying, we may close the Complaint, otherwise, if you have any issues with this resolution, feel free to speak them out.

    If there's no response in a week, this Complaint will be moved to Resolved.

  8. 2 hours ago, davidchan said:

    Did you know - Medbay has a front desk so that a doctor or assistant can man it to notify doctors of inbound patients, as well as an area off to the side for those without potentially fatal wounds to await treatment.

    This does not exist anymore, unfortunately.

    2 hours ago, davidchan said:

    Did you know - Genetics is actually capable of monitoring the cloner and helping fresh clones fix their brain damage, SE changes and open the door to let them out.

    They also unfortunately cannot, not from their posts:

    wxAhBN8.png

    the CMO has a far better and more reliable view of cloning from their office at the moment.

  9. 27 minutes ago, FeiH said:

    You literally just have to read the rules, top to bottom, without skipping anything. It's impossible to miss. If anyone gave you hints you'd just ctrl+f the page, rendering the point of the secret phrase moot.

     

  10. As you may or may not have noticed, for a little over a day the Medbay has been replaced with a new layout. This has been part of an effort to get more testing and feedback-gathering done for the remap in order to make sure it doesn't have any large issues, should it get merged.

    The prolonged test was there to make sure it covered every timezone and gave a chance for most daily players to see and hopefully experience it. With that, I would be interested in gathering your thoughts on the layout, good or bad.

    So let 'em rip, I want to hear what you have to say, though, I would strongly prefer more thought-out posts than "I love it" or ">filling maint with unimaginative large rooms with no rhyme or reason", and suggestions for any improvements are extremely welcome.

    You can find the PR here.

    If you are a bit less patient, here is a direct, large comparison, but may have a few errors:

    Before:

    68747470733a2f2f63646e2e646973636f726461

    After:

    68747470733a2f2f63646e2e646973636f726461

    Do note, I am doing this entirely on my own behalf and I cannot guarantee whether the feedback provided here will help with the merging, or if the PR will get merged at all, as that decision is entirely up to the Heads and Maintainers.

  11. That would explain the discrepancies with your appeal and what was shown in our logs. It is unfortunate that this is how the situation has turned out, however, it does not seem MarsMond had done anything wrong from an administrative perspective. Seeing that you also have solved said inconsistencies, I will be moving this Complaint to Resolved. I hope your appeal goes well when you choose to make it!

  12. Greetings!

    Thank you for your Complaint.

    I apologize for the late response time.

    Your initial claim seems to be about a mishandled Ban Appeal, claiming that little evidence was provided for the matter.

    However, it seems that there has been some degree of a misunderstanding. You were banned for setting up an emitter and firing it down the hall at fuel tanks. Something you hardly denied or refuted, only mentioning one explosion which could not be backed up by logs and other use for the emitter.

    Instead, you seem to have focused your appeal on being given "permission" for experimentation. However, as you claim yourself, the Admin noted "any mistakes might interfere with as few people as possible." You were not banned for something that looked like a mistake. Here is why:

    There are two explosions that can be linked to emitter usage:

    First one:

    Logs:

    Quote

    [18:33:56]GAME: Explosion with size (0, 1, 5, 5) in area Chapel (185,132,1)

    [18:33:56]GAME: *null* triggered a fueltank explosion.

    18:33:54 || Emitter turned <font color='red'>off</font> by Mobman1999/(Daniel Carver)<br>

    [18:33:54]GAME: Emitter turned off by Mobman1999/(Daniel Carver) in 185, 155, 1

    18:33:52  || Emitter turned <font color='green'>on</font> by Mobman1999/(Daniel Carver)<br>

    [18:33:52]GAME: Emitter turned on by Mobman1999/(Daniel Carver) in 185, 155, 1

     

    Location of source, or the emitter (singularity icon):

    image.png.f2918513910fd89c4d3946e13dea16a2.png

    Location of the first explosion (singularity icon):

    image.png.a7475a06072e8f0a82f4eac7392643a9.png

    Second one:

    Quote

    [18:39:35]GAME: Explosion with size (0, 1, 5, 5) in area Starboard Primary Hallway (185,127,1)

    [18:39:35]GAME: *null* triggered a fueltank explosion.

    18:39:33  || the energy ball was created. <br> <small>18:39:33 [0x2005d81] (185,155,1)</small> || Emitter turned <font color='red'>off</font> by Mobman1999/(Daniel Carver)<br>

    [18:39:33]GAME: Emitter turned off by Mobman1999/(Daniel Carver) in 185, 155, 1

    [18:39:32]GAME: Emitter turned on by Mobman1999/(Daniel Carver) in 185, 155, 1

    Location of the second explosion (source is the same):

    image.png.705233e0f7a90847fe27ca0d5d870f05.png

    And third, though, less likely to have caused by your actions, explosion:

    Quote

    [18:55:12]GAME: Explosion with size (0, 1, 5, 5) in area Research Division (185,117,1)

    [18:55:12]GAME: *null* triggered a fueltank explosion.

    18:55:10 (185,155,1)</small> || Emitter turned <font color='red'>off</font> by Mobman1999/(Daniel Carver)<br>

    [18:55:10]GAME: Emitter turned off by Mobman1999/(Daniel Carver) in 185, 155, 1

    [18:55:07]GAME: Emitter turned on by Mobman1999/(Daniel Carver) in 185, 155, 1

    Location of the third explosion:

    image.png.0ecf6814d76d85ea8a0a1b51067af1ec.png

    First two explosions relative to each other and the source:

    image.thumb.png.d082aacc10cd45cd7d8eb96078e3042f.png

    According to you:

    Quote

    I had this tank positioned against a the wall of my room and it did explode at the time I was testing Emitters, this blast was uncontrolled and unintentional.

    No such explosion was found in or anywhere near the Electrical Maintenance room. Only the ones in the pictures happened. Unless you considered the other-end of the Chapel as your room, despite you working in the Electrical Maintenance, and a window as a wall, I do not see how the Chapel fuel tank is the one you spoke of, the same applies to the hallway one.

    Moving on. As you can see in the large-scale picture, the source and two (three) of the explosions were in a perfect line with each other. Each of them, as per the logs, happened seconds after you toggled the emitter. It may be glossed over as coincidence once, however, as noted, there have been at least three explosions in the exact same column in terms of coordinates. That does not point to coincidence, unfortunately.

    On top of this, none of the aforementioned fuel tanks were in locations you would expect to find them in: Middle of the hall, middle of the chapel, middle of the science hall. Once again, all of them somehow perfectly aligned with your emitter.

    In addition, as noted in the source image, there was a wall tile directly under the source tile, that is - the emitter. You mentioned removing walls. Which would be fine, except, as noted in the long image, that tile was the only one from which you would be able to fire down the chapel, and into the hallway. One tile to the left or right would have blocked the emitter shots. This made your placement of the emitter, on top of the removal of walls, in addition to the rest of the issues as suspect of malice.

    Furthermore, you seem to have toggled an emitter and let it fire down the chapel and into a hallway. Whether intentional or an accident, that is something an Admin would raise an eyebrow at on its own, and this is not counting the rest of the evidence.

    To sum up, in order for this to have been an honest experiment with an unfortunate outcome of unintended explosions / safety hazards you would have had to:

    1) Accidentally happen to place the emitter in the single tile in the room capable of firing straight down the chapel and into the adjacent hallway

    2) Unintentionally remove or otherwise make the only wall tile blocking said path no longer able to block shots

    3) Have the emitter fire down the chapel / hallway without trying to block it or otherwise have some safety measures

    4) Have two / three separate fuel tanks placed in direct line of sight of said emitter and in perfect vertical alignment, completely outside of Maint or other locations where fuel tanks can be found

    This is all gathered entirely by checking the logs, the coordinates and what you have claimed yourself.

    Considering MarsMond was in the actual round and had even more context and awareness of the situation, I see nothing wrong with him declining your appeal, as the explosions do not seem to be accidental, as pointed out by the evidence above, nor was the "permission" you were given by another Admin the previous day inclusive of such actions.

    If you are not happy with the outcome of this Complaint, feel free to ask for Head Admin involvement, otherwise, you may conclude this Complaint. If you do not reply within the next week, the Complaint will be considered resolved.

    @Amelia Rose

  13. Greetings! Thank you for making the Complaint.

    Here is the log of the conversation Rumiluntti had with the borg-player in question, read top-to-bottom:
     

    Quote

     

    [04:19:44]ADMIN: PM: Rumiluntti/(Diego Mary)->GravityPeelz/(SINA-816): Why in the world did you state that law?

    [04:20:00]ADMIN: PM: GravityPeelz/(SINA-816)->Rumiluntti/(Diego Mary): Fuck I'm sorry I wasn't paying attention

    [04:20:22]ADMIN: PM: Rumiluntti/(Diego Mary)->GravityPeelz/(SINA-816): Honk. Well, pay attention next time

    [04:20:34]ADMIN: PM: GravityPeelz/(SINA-816)->Rumiluntti/(Diego Mary): I accept punishment!

    [04:21:02]ADMIN: PM: Rumiluntti/(Diego Mary)->GravityPeelz/(SINA-816): I do not punish mistakes and I see no malice

    [04:21:29]ADMIN: PM: GravityPeelz/(SINA-816)->Rumiluntti/(Diego Mary): Honestly I feel really guilty now... I feel extremely sorry

     

    After this, you were contacted by Rumiluntti.

    The player does have some history with Admins, however, nothing to indicate he would maliciously attempt to sabotage other antagonists when being forced to work for them.

    If the player had a history of something similar (Logging off after being converted by cult / mind enslaved, or other offenses of this type), Rumiluntti would have had sufficient reason to think that this was not an accident, however, as mentioned, this was not the case.

    On top of this, the player, as you can see, had responded with immediate admittance of the incident and was willing to accept any punishment - again indicative that it was an honest blunder, made under unknown circumstances (Perhaps he hovered his mouse over the "State Laws" button, and while reading it accidentally hit it, or anything of the sort).

    Due to these two rather major factors - the way he behaved and no prior incidents of similar nature, it was more likely that it was not a malicious act. So, Rumiluntti made a simple judgement call not to punish a seemingly honest mistake with a ban or the like, even if it had ruined someone else's round. Accidents like these do happen.

    Of course, you can claim that it was social engineering or manipulation - which is possible. However, it would unlikely to work again, due to the first factor I have mentioned - "No prior history of similar events" would no longer apply if something like this would happen again, and would indeed likely result in actual punishment - a ban or a jobban, or both, depending on circumstances.

    Due to these factors, I personally do not find any direct fault in Rumiluntti's administrative decisions during this incident, I do understand that your round was ruined by another player's, possibly intentional, as per your analysis, blunder, however, we are not keen on enacting harsher punishment on simple, honest accidents.

    If you do not find this conclusion sufficient, you may ask for a Head of Staff to review this Complaint.

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