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Everything posted by Kyet
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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.
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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.
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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.
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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.
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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.
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June 18: MysticLiger has joined the team as a Trial Admin
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June 10: Marsmond has unretired, and is now a GA again.
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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)
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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
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June 7: Dovydas12345 (Dovixx) is now a Trial Admin. xProlithium is now a Trial Admin.
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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 miami.nanotrasen.se'. See what average it gives. Enter 'ping newyork.nanotrasen.se'. 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 miami.nanotrasen.se Pinging miami.nanotrasen.se [199.127.60.40] with 32 bytes of data: Reply from 199.127.60.40: bytes=32 time=112ms TTL=116 Reply from 199.127.60.40: bytes=32 time=113ms TTL=116 Reply from 199.127.60.40: bytes=32 time=113ms TTL=116 Reply from 199.127.60.40: bytes=32 time=113ms TTL=116 Ping statistics for 199.127.60.40: 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 185.150.190.156 Pinging 185.150.190.156 with 32 bytes of data: Reply from 185.150.190.156: bytes=32 time=80ms TTL=118 Reply from 185.150.190.156: bytes=32 time=80ms TTL=118 Reply from 185.150.190.156: bytes=32 time=80ms TTL=118 Reply from 185.150.190.156: bytes=32 time=80ms TTL=118 Ping statistics for 185.150.190.156: 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.
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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: https://invisioncommunity.com/release-notes/
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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.
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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.
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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)
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May 27: Shadeykins (Community Manager) has retired from the staff team. June 1: Twinmold (Game Admin) has gone on leave.
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To apply for adminship on Paradise, carefully fill out and post it in https://nanotrasen.se/forum/105-pending/
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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.
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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.
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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.
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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: https://github.com/ParadiseSS13/Paradise/blob/12dbd691a65cdb86e40ea1524f836cdd3aeadfac/code/__HELPERS/game.dm#L465 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".
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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.
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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.
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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.
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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.