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Everything posted by Kyet

  1. June 10: Marsmond has unretired, and is now a GA again.
  2. Changes made: Joining Discord from within the game now takes you directly to Discord. You no longer need to register a forum account, verify the forum account, then link your forum/discord accounts. None of that is needed anymore. Now, you just join directly. Joining Discord from the forum no longer requires an activated (ingame linked) forum account. Changing nickname in Discord is now available to everyone again. Why these changes? I did some testing with typical new players, and they found the new system confusing and difficult to use, so I am mostly scrapping it until further notice. I do want to more closely integrate these things over time - but not at the cost of making it a pain in the ass for players. What isn't changing? Joining via the forum still gets you to link your forum/discord accounts (that's just how the addon we use for forum/discord integration works)
  3. More performance improvements have been made to the new server. This should resolve issues with movement/etc being slow, as well as prevent server-side cache issues. If you notice any remaining problems with the new server, please contact me about them. Thanks for your feedback thus far, it helped me troubleshoot and make these performance upgrades
  4. June 7: Dovydas12345 (Dovixx) is now a Trial Admin. xProlithium is now a Trial Admin.
  5. The game server has been moved from MIAMI to NEW YORK. This means 20-30ms lower pings for everyone in Europe. Enjoy. Only read below this point if you are a nerd. If you want to measure exactly how your ping has changed, try this: In windows, run cmd.exe. You can find it if you search in your start menu. Enter 'ping'. See what average it gives. Enter 'ping'. See what average it gives. The difference between the first and second average is how your ping has changed. An example of doing this: C:\Windows\System32> ping Pinging [] with 32 bytes of data: Reply from bytes=32 time=112ms TTL=116 Reply from bytes=32 time=113ms TTL=116 Reply from bytes=32 time=113ms TTL=116 Reply from bytes=32 time=113ms TTL=116 Ping statistics for Packets: Sent = 4, Received = 4, Lost = 0 (0% loss), Approximate round trip times in milli-seconds: Minimum = 112ms, Maximum = 113ms, Average = 112ms C:\Windows\System32> ping Pinging with 32 bytes of data: Reply from bytes=32 time=80ms TTL=118 Reply from bytes=32 time=80ms TTL=118 Reply from bytes=32 time=80ms TTL=118 Reply from bytes=32 time=80ms TTL=118 Ping statistics for Packets: Sent = 4, Received = 4, Lost = 0 (0% loss), Approximate round trip times in milli-seconds: Minimum = 80ms, Maximum = 80ms, Average = 80ms 112 minus 80 = your ping has improved by an average of 32ms.
  6. Kyet

    Forum Update

    We've updated our forum software from 4.4.2 to 4.4.4. There's nothing really notable in this upgrade, its mostly bug fixes. Changelog:
  7. June 6: Shockpoint has been promoted to Community Manager. Abydos2 has joined the team as Trial Admin. Saxis, Xerdies, TinnCatt and Harkness22 have passed their trials and are now Game Admins. Darkis has been retired from the staff team.
  8. Hey folks. Time for an update on our forum/ingame/discord integration. There are two changes to be aware of, one happening today, one in a few days: Forum accounts now require ingame link to be considered activated InGame Verification (IE: click the link that you're given when you connect to the game) is now required for forum accounts. If you haven't done it yet, you'll get some red text explaining how to do it. It should take less than a minute. If you have already done it, you don't need to do it again. The reason for this change is twofold. One is to improve forum security against spammers/bots/etc, the other is to ensure that (given forum email is not currently working) we have a way to verify someone's identity (their linked game account) if they need to reset their forum password (since we cannot currently rely on email-based password reset). The 'Forum Verified' Discord group is going to be depreciated in a few days The 'Forum Verified' Discord group is more or less a placeholder that I put in place during integration testing. I'd like to depreciate it and eventually maybe get rid of it altogether. Currently, having this group grants only one thing: the ability to rename yourself in Discord. I need to move that permission to another group before I can consider retiring the group. So, in a few days, I plan to move that permission to the 'InGame Verified' group. Since most of you with the 'Forum Verified' group already have the 'InGame Verified' group as well, this won't make any difference for you - your permissions will be unchanged. Even most of the people who aren't InGame Verified at this moment will probably become so over the next week, since the forum is now requiring you to be InGame Verified anyway, and verifying for the forum gives you the same verification in Discord as well (so long as your forum/discord accounts are linked). So, TL:DR version: if you haven't already, please click the 'LINK FORUM ACCOUNT' text in-game.
  9. Kyet

    Email Down

    Hey folks. Right now, our web server cannot deliver email. I'm working to get this resolved, but in the meantime: Newly created forum accounts won't be asked to verify their email. If you've lost access to your forum account and need a password reset, contact me. (this sort of thing, by the way, is why you should use the 'link forum account' option in-game, so we have a backup method to verify its you and reset your password for you in the event that email doesn't work)
  10. May 27: Shadeykins (Community Manager) has retired from the staff team. June 1: Twinmold (Game Admin) has gone on leave.
  11. Simply edit your ckey in forum account settings -> 'edit profile' to have the capitals you want.
  12. To apply for adminship on Paradise, carefully fill out and post it in
  13. I figured that new players don't care about the forum (its only real use is ban appeals), and the SS13 community in general might not always have the best of intentions when joining our Discord. The most useful thing for new players in terms of learning how our server works is the wiki... so that is what I linked to.
  14. Right now, our hub entry looks like this (attached). The "Medium RP, varied species/jobs/modes" bit is a config option. It was my effort to come up with a SHORT tagline that explains what makes our server unique. I settled for "medium RP" because most servers are light RP, and "varied species/jobs/modes" because well, we have more variety than most servers. Is there something better I could put here? Is there anything else which you think makes our server unique, or which I should consider putting in our hub entry? Before you ask, yes, I already want to get rid of the 'Hosted by ParadiseHost' bit. No, I don't expect that doing so will free up additional space. Ideas for things that could be included: Current round time, e.g: "Round time:1h30m" Current map (in the super-rare event we don't run box) Some other unique features of our server The game mode (if its widely known) Something set by the Captain? Debatable if this is a good idea...
  15. Hey everyone. I'm happy to announce some updates to our Patreon system. 1. A new $15/mo tier called the Silver Tier has been added. It grants access to silver, prisoner, and emag ID card skins as loadout options in your character preferences. These skins can be applied to your ID card to turn it that color, but do NOT grant any additional access. 2. The Emoji Tier ($20/mo) is now called the Gold Tier, and grants access to a gold ID card decal, instead of the ability to create an emoji for our Discord. We had to make this change as were running out of emoji slots in our Discord, and we wanted to make it because we wanted our top donors to get an ongoing perk for their kind support. 3. We are moving away from our old system (where every change to any patron's status required manual database updates by one of our staff team). Instead, we have a new, automated system, where linking your forum and patreon accounts (via the patreon button on our forum homepage) and setting your ckey in your profile preferences on our forum, should be enough to get you in-game perks automatically. If you can't get that working, at least set your forum email to the same email as you use on Patreon, so we can link your accounts that way. It will take longer, but it should always work. 4. We now charge patrons up front when they become patrons. Primarily this was done so that someone can't pledge to us on the 2nd, enjoy benefits until the 29th, and then cancel right before they get charged. As a secondary goal, this allows us to give patrons their perks quicker (because our integration software will show them as having paid) sooner than before.
  16. Alffd, who has hosted us for several years, is retiring from that role today. We owe him our thanks for years of high-quality hosting, managing the ~17 (!) back end servers that made up Paradise. We wish him well. As of today, I've officially taken on the role of host, and we have completed our migration to a new set of servers. You may notice some changes as I settle into the role and implement new back-end systems. For example, the game server MOTD now tells you the last time the server was updated, as well as what version of paracode it is running.
  17. Mar 19th, 2019: Vargh has gone on leave from his position of Game Admin for a few months. Mar 22nd, 2019: MarkVA has rejoined the staff team as a Coder. Mar 28th, 2019: Alffd has stepped down as host. He remains a Game Admin. Kyet has become the new host.
  18. 1 & 2 really just need someone to put up a PR for them. 3. Living playtime is only used for stats tracking, and...the pollCandidates function: Since most ghost roles use the pollCandidates function(!).... this means that living time, including time spent as a pet, already counts towards unlocking "ghost roles".
  19. Thoughts: Some pets already can claw/bite. I'd be fine with giving ian/runtime/renault a very weak (<5 point) bite/claw attack. They'll still lose any fight they get into, though. Eating/drinking as a pet sounds like a neat idea, but in practice we used to have a pretty much unrestricted version of this, and it led to griefing. Specifically Ian would run past the chef's counter and eat EVERYTHING on the counter in under a minute, ruining huge amounts of the chef's work. Maybe it should be possible for humans to feed a pet by clicking them with the food item on help intent, and that would heal them a little. That would be good. Giving them the ability to eat anything they find, though, would not be good. Pets count for "living" playtime, same as any other living mob. They do not count for crew playtime, and never will, because they are not crew.
  20. 1. I'm neutral on lore. It isn't my domain. 2. I'm fine with that, but I'm probably not going to code it myself. 3. I'm too busy to poll currently (distracted with technical projects). Frankly I don't want the distraction right now. Maybe later.
  21. Being able to eat, say, raw meat, but chocolate making them sick, might be interesting. Taj and whatnot can already eat mice, so it would be consistent. Making their sense of smell stronger would also be neat, though it would have to be of limited usefulness.
  22. It isn't possible to make them 'slightly' faster. Speed operates in step increments. Even changing the value slightly can make a large difference. There is no way to change the value just a little bit. Ideally, I would like vulps (and all other races) to have some unique mechanics that make them genuinely interesting to play. Diona for example have slow speed but regenerate, which makes them different to play in an interesting way. Unfortunately, most mechanical suggestions for tweaking races (including vulps) are either technically unworkable, or undesirable for design reasons, or both. It is actually really hard to come up with an idea for tweaking vulps (or any other race) that most people would truly agree is an improvement.
  23. I don't generally touch lore stuff. I don't really mind what the lore contains as long as it isn't used as a justification for un-fun gameplay. I consider lore that requires certain races to snip the fingers off their gloves / ends off their shoes to be un-fun gameplay. I don't think it adds anything that helps define the race as alien or interesting. All it does is add a tedious task that players of that race have to do regularly. "Unique" is NOT necessarily valuable or interesting.
  24. I don't think they (or other species) necessarily need to conform to our understanding of biology. They're aliens. Not just that, but they're aliens in a sci-fi game. A soft sci-fi game, at that. I'm also not keen on making them take more brute damage, since brute is the most common damage type, and it would be a major and likely unpopular nerf to them to do that.