Kyet

Host & Head of Staff
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Everything posted by Kyet

  1. I'm locking this thread. If you want to discuss changes to a race, you can, but you need to raise the topic in a constructive way. Don't make untrue, inflammatory claims.
  2. Today, I discovered a bug in our Patreon integration system. The bug affects about 6 patrons who registered their forum accounts between May 6th and today, and caused them to not get all the patreon perks for their relevant Patreon tier. Thank you to @JamesShekelstein for helping me chase down this bug. All of the affected accounts have now been fixed, and now get all of their relevant patreon perks in-game automatically. You don't need to do anything to benefit from the fix. In addition, should any of these 6 contact me on Discord within the next week, I'll issue refunds for their June, July and August patreon donations. As a reminder to all other active patrons, here are the steps needed to claim your Patreon perks in-game: Register a forum account Activate your forum account by clicking the link in chat in-game Associate your forum and patreon accounts using: https://nanotrasen.se/forum/index.php?app=patreonintegration&module=system&controller=patreonconnect Assuming you have done all of these, you should get your perks in-game automatically within about an hour. If you don't, contact me on Discord and I will help troubleshoot your case. The new patron who did this today was the reason that I ultimately discovered the bug and fixed all affected accounts.
  3. August 15: BrandonSacawv and FalseIncarnate have retired from the staff team. August 19: 25charactersorless (6thechamp9) has gone on leave from the staff team.
  4. Having tested newcrit today: If you simply attack someone until they die, the amount of hits required to kill them seems excessive. 2-4 full stetchkin clips. 24 esword hits. 39 egun shots. 22 dual esword hits. 43 welder hits. However, only a fraction of that (e.g: one stetchkin clip) is enough to deal someone a mortal wound that will kill them in a minute or so. During that minute they can get back up temporarily, even grab a weapon and shoot you. The advantage of this is that it makes fights more interesting, gives people a chance after they're ambushed, etc. I think it is actually a net benefit to the game. The disadvantage is that the more damage you are applying, the longer it subjectively seems to take for the person to die. Because the more hits you're doing, the more damage you're dealing, and the more it seems like you SHOULD have exhausted their health a long time ago. I had a few times when I VV'ed someone after they died and they had >500 brute or burn damage before dying. As such the main tweak I suggest to newcrit is that the threshold at which someone simply dies from accumulated damage should be significantly lower. It shouldn't take >500 points of brute or burn to trigger instant death. If you're already in crit and you take say another 100 combined new damage beyond what put you in crit, you should probably just die at that point, without any RNG involved. That said, the system definitely has pros and cons. It makes fights more interesting (less one-sided) but it also strains immersion at times. It feels a little ridiculous the number of bullets I can pump into someone in a row before they die. But, equally, giving someone the ability to surprise you in combat may help keep the game fresh and make fights actually better.
  5. August 10: Spartan and Shattaredcoyote/Dragonslayer932 are now On Leave from the staff team. August 13: Alffd has retired from the staff team. @Norwest @xProlithium @MysticLiger @Dovixx and @Abydos have been promoted to Game Admin.
  6. My thoughts: Most notes are just a brief factual record of an admin's interaction with a player. e.g: "Warned for X", "Told they're not allowed to Y", etc. The idea is just to have a record that they were warned for something, so if they do it again, we know they were warned previously. There's really no reason to hide notes like this from the player. They don't contain anything the player doesn't already know. Some notes are the admin's personal impression of a player. "Has a really bad attitude towards admins" for example. These sort of notes might have bad consequences if revealed to players. For example, even a positive note like "did well in an event character role, consider for future event char roles" could have a bad consequence (player acting entitled to play event characters) if revealed. Conversely, they could help a player reform their attitude. Notes like this should probably be visible or invisible on a case-by-case basis. A very small number of notes relate to ongoing investigations or unproven concerns, e.g. "suspected of metacommunication with player X". These notes probably shouldn't be revealed. We can't make past notes public unless the admin who wrote them agrees, or (in exceptional cases) a head of staff approves it. To do otherwise is to betray the trust of the original note-writing admin who wrote the note with the expectation it would be secret. My proposal (requires a PR): All players get a new verb, 'Show Admin Notes' in the OOC tab. This verb would only show notes specifically set as 'player visible'. All notes added BEFORE this PR is merged are INVISIBLE, unless the issuing admin (or a head of staff) goes back and manually changes them. All notes added AFTER this PR is merged are VISIBLE, unless the admin who is issuing the note chooses to make it an invisible note. After the PR is merged, some admins (such as myself) might choose to retroactively make every note they've ever issued visible. Other admins might selectively make past notes visible if they come up again during an appeal or whatnot. Some admins might choose to keep all their past issued notes secret. All admins will, going forward, decide whether a note should be player-visible or not when its issued. Impact of my proposal: Already issued notes remain invisible unless the issuing admin (or a head of staff) decides to make them visible. Notes issued in future are visible by default, but admins can still set them as invisible when issued, or by changing the note's setting later, if they wish to do so.
  7. Forums/calendar/etc have been updated from version 4.4.4 to 4.4.5. Changelog here:https://invisioncommunity.com/release-notes/ Discord integration software has been updated from v1.0.8b to v1.0.9. Both of these are minor bug-fix updates that don't add any notable new features. If you do notice anything suddenly stop working, contact me and tell me what it was, when it happened, and provide a link to this post.
  8. Kyet

    Guide to Blob

    Your spawn point should be hidden, and/or easily defensible. "Hidden" means "crew won't easily be able to find you if you spawn there". A good example is the Incinerator, which is a low traffic area that has atmos-only doors, and thus is very unlikely to get checked. "Easily defensible" means lots of narrow corridors with sharp turns that prevent the crew bringing all their weapons to bear against you at once. Science maint near solars is a good example of this. Above all, avoid bursting in large, extremely visible open areas like Chapel - those are just an invitation to get shot by a half-dozen crew at once. You should NOT be using the attack/expand button much. While you do have to use it to clear a path to a new area you can put a node in, it costs points to use, whereas blobs created by nodes are free. Thus, blobs created by nodes are VASTLY cheaper in the long run - attack/expand is very inefficient. There are some good uses of it in combat (see below) but the #1 most frequent error by blobs is wasting their points by over-using this ability to fight, instead of just creating factory blobs. While we're at it, don't create blobbernauts either. They're insanely expensive for how good they are. They're single use, and die quickly. Instead, offensively you should be looking to create resource nodes and factories - factories to produce blobs to defend you, and resource nodes to increase your production capacity. Splitting is also an option, if you can spare the points. Defensively, your best play is to detonate welding tanks. This does a great amount of damage to crew, lights them on fire, may create breaches, denies them the ability to refuel their welders, and stuns them, which makes it the perfect moment to follow up by ralling your blobs on top of them. Doubly so if they're dying, as the blobs will then turn the crew into blob zombies. Your second best play is to find the rechargers they're using to recharge their weapons, and eat those. It largely nullifies the effectiveness of their weapons. Reflective blobs can be created by ctrl-clicking a regular blob to upgrade it into strong, then again into reflective. Its best to do this on narrow chokepoints (see point 1) or when facing space pods. Remember: if the crew can get to the reflective blob, they can kill it. Make sure there's a blob in front of it to protect it from cheap welder attacks. Borgs are very dangerous, but thankfully also very easy to kill with a couple of attack/expand moves into their turf. Take them out early. Place resource/factory blobs as close as possible to your nodes to increase their effectiveness. If someone throws a flashbang at you, expand onto that tile to destroy the flashbang before it goes off. If there is a water or plasma tank nearby, attack it. Slipped crew are easy prey, and you can block off plasma floods using strong blobs. Crew are not so lucky. N2O is even better, as it is utterly harmless to you, but can be permanently disabling to crew. Use atmos to your advantage. Create a breach into space in a corridor just before your blobs. Anyone trying to attack them at close range will be sucked out by the breach. Feel free to add your own points below.
  9. July 25: Shatterdcoyote has stepped down from Community Manager to Game Admin. Xerdies is now Community Manager. July 26: Normalyman has stepped down from Community Manager to Game Admin. Denthamos is now Community Manager.
  10. Thoughts: Doubling the number of surgery rooms may be significant balance-wise. Placing viro next to toxins storage is likely to result in flaming monkeys. I am unsure if this is good or bad. It might almost be doable to connect genetics maint straight down south to medical maint. Viro seems really big. What are the two tiny rooms south of the CMO office? If they're patient rooms, is the glass intentional? The maint area west of OR1 is weird. Single tile corridor? This removes the secret medical rooms from medmaint, which were nice to have. What do you plan to put in that lone blank square of maint just east of secondary medical storage? I wonder if the CMO's office should have a window to viro.
  11. I'm against making it a crime to merely criticize security. I'm for making it a crime or SOP violation to needlessly antagonize security. There is a difference. "Security confiscated my stuff when they shouldn't have" is a criticism, and fine. "SHITCURITY ABUSING ME IN PROCESSING HELP!" (when security are simply processing you without actually doing anything abusive) is needlessly antagonizing security. Basically, if your complaint is reasonable, and/or expressed in a constructive way, its fine. On the other hand, if you're going out of your way to make life as difficult as possible for security, and you are not an antag, you shouldn't be doing that. Nobody should. Even if security is bad at their job, making life extra difficult for them WON'T improve matters.
  12. In general: I think we should look to code-based solutions, not simply admin-policy solutions. Admin-policy solutions exist to do things we cannot do with code, NOT to do things we could instead do with code. I think that any solutions we do implement should be carefully thought out and aimed at (A) making security more fun, so more people want to play it (B) making security more competent, so it has a better reputation, and (C) making the crew treat security better. Some specific ideas: I still think we should have a device in processing that automatically times how long suspects/prisoners are in there, and generates an alert on security radio when someone has been in there over 10 minutes. This would help cut down on people being left in processing far too long, which always results in a worse relationship between security and crew. I also think that batons should have an inbuilt sec radio, which generates a one-time message on sec comms the first time each baton is used on harm intent. This would help magistrate/HoS/Captain notice and stop shitty officers. I'm also inclined to believe that security should get automatic basic department access on red. This means security officers should be able to simply walk into medical, eng, science, etc on red. The airlocks should open for them. It doesn't make sense to me that security are supposed to have access to these areas... yet they usually don't. I believe that yelling 'shitcurity' over radio for no good reason, or otherwise needlessly antagonizing security, needs to be a crime under space law or a SOP violation. Security should feel like the crew will treat them with respect, and we should make whatever changes are needed to ensure that happens. I'm still keen on my idea of 'give the head of every department a medal in their locker that they can award to excellent crew from their department'. Something to reward players for being great at their jobs. In fact in this case I'd go further and I'd deem the magistrate a head for these purposes, allowing them to give out a 'Legal Excellence' medal to whoever they feel is the best at upholding space law each shift, including say IAAs who challenge unjust sentences. I am skeptical that security cadets would be a good idea, as I think they'd just end up as loot pinatas. Even with lesser gear, merely being able to get a stunprod, sec ID and sec comms from them is already reason enough for antags to kill them for their gear. However, I am willing to let the idea be testmerged and trialed, and willing to admit if the results of such a test prove me wrong.
  13. As Alffd points out, this suggestion eliminates one of the biggest incentives we have for positive behavior towards other players. That is not a good thing.
  14. June 30: DarkLordPyro (Game Admin) has retired from staff. July 1: Twinmold has unretired and is now a Game Admin again. July 2: Regen (Server Dev) has retired from staff. July 3: Ping has unretired and is now a Game Admin again.
  15. Electrical maint is one of the most common spots for terrors, xenos, etc. Its quite likely the engiborg just checked it out of habit, rather than them having any specific idea you were there.
  16. Having just tested this: Queen screech does not trigger alarms. Physically smashing the camera to bits (attacking it until it totally deconstructs) though, DOES trigger alarms. I think this is fine.
  17. Queens have to nest before they can lay eggs. When they nest, they emit a screech. This screech breaks lights/cameras near them. The intention is that by automatically breaking nearby cameras, it stops the AI instantly tracking them down by the 'locate on camera' option. Obviously, if their screech breaking cameras generates an instant alarm for the AI, that's a bug. It shouldn't be doing that.
  18. When people say "server died", "server crash" or "game down" they can mean one of three things: A network issue which is preventing people from connecting to the server, even though the server itself is fine. This can be a local issue (their router is messed up), an internet issue (a temporary outage between them and the server) or an issue with our ISP (our ISP gets knocked offline by some major event, as has happened twice in the last 24 hours). You can identify this type of issue because it usually only lasts a few minutes, and when you do reconnect, the same round is still going on. This sort of issue isn't worth contacting us about. We can't really do anything about it. A github code issue is where the game application locks up or exits, disconnecting you and, when you reconnect a few minutes later, the server is starting a new round. This sort of issue is typically caused by a bug with our game code. This is the sort of issue where if you were doing something very unusual (or saw weirdness) just before the crash you should contact our maintainers/coders about it, so we can better debug the issue and patch our code. A windows server issue is where the underlying physical server that runs the game has a problem. This can be as simple as an unexpected windows update restarting the server at a bad time (shouldn't happen, but just as an example) or as serious as the server's hardware failing. While I do take steps to prevent this sort of thing as much as possible (scheduling updates, having redundant hardware, etc) its still impossible to completely prevent this, and since I'm the only person that can fix this category of issue, this is the sort of thing you need to contact me about personally when it happens (unless you know someone else has already contacted me about it). To re-iterate: In a network issue, you reconnect and its still the same round. Don't contact us. In a github code issue, you reconnect and its a new round. Contact the maintainers/coders. In a windows server issue, then nobody can connect at all for at least 30 minutes. Contact Kyet. Why am I making this post? To reassure people who have noticed the two downtimes in the last 2 days that these were network issues, not actually issues with our server. To explain how to tell the difference between the types, and encourage people to contact the right person regarding each type of issue. To discourage people from incorrectly using the word "crash" to describe network issues, which results in lots of unnecessary panicking by people who don't understand that a network issue is not a "crash" at all.
  19. Thoughts: All antag roles should have a unique sound that plays for you when you get them, to help set the tone and ensures nobody becomes antag without realizing it. While race-specific sounds are neat, personally I would suggest focusing on sounds that are often heard by everyone. For example, I believe some other servers like CM or TG have fairly neat airlock sounds that are better than ours. Maybe the same is true for glass shattering and other common sound effects. One often-neglected part of our sound is ambient music. While we do have some tracks for things like floating in space, most of the time there is no ambient sound, and perhaps there should be. Ideally having different ambient sound for different departments, or at the very least a few different tracks for the station, would be nice. A lot could be done in terms of weapon sound effects. One of the reasons that the detective's revolver is so satisfying to use is the clear, sharp bang it gives. Conversely, eguns and similar sound rather wimpy. There's a lot of improvement that could be had in the 'feel' of weapons, and probably a bunch of other items, by giving their sound effects more punch.
  20. Security being bad at their job, and players hating security, are both symptoms of the same problem: security has a very high player burnout rate. The burnout rate of sec means it is typically staffed by less experienced players, relative to other less stressful jobs. Fixing this requires efforts on both fronts - cracking down on players being shitty to security for no reason, AND helping sec get better at their jobs, faster. The former would require us doing things like bwoinking people who self-antag, harass security as non-antags, or just create a toxic atmosphere for security. The latter will require us to make structural changes that help sec be better at their jobs, such as having a 10m timer that's actually tracked in prisoner processing to prevent people being accidentally left in there too long.
  21. June 18: MysticLiger has joined the team as a Trial Admin
  22. June 10: Marsmond has unretired, and is now a GA again.
  23. 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)
  24. 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
  25. June 7: Dovydas12345 (Dovixx) is now a Trial Admin. xProlithium is now a Trial Admin.