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  1. This update thread is mostly based off of the Update Sheet sent to me by @JimTrash, thank you! Map Rotation We have now been playing on Taiga V3 for a period of roughly 6 weeks. I am very interested in making a switch back to Chaharikar, so please let me know if you guys are interested and the change will take place ASAP. Game Master System Permissions Given Gamemasters the abilities to spawn in sweps, use tools, props, and vehicles Given Managers the ability to use permaprop Gamemasters cannot damage players and players cannot damage Gamemasters Weapon Changes Courtesy of @Homast for his proposed changes SVT-40 Firing Rate (RPM) value changed from 60 to 120 Damage value raised from 74 to 80 M4A1 SOPMOD Recoil value changed from 0.8 to 0.27 (Homast) Max spread reduced by 50% (Homast) SR338 Firing rate (RPM) value changed from 60 to 120 Damage value raised from 74 to 80 Class Changes Gamemaster Role added Extra controls given for hosting events and having an influence over roleplay (refer to top of this post) Air Force Special Operations Command Operator M16 added onto loadout Controller M249 added onto loadout Commander M16 added onto loadout Please NOTE: these classes are only to be used for roleplay scenarios, I may or may not add WAC to the main server for use on event maps! Rules Objective Count Minimum of 80 users online has been bumped down to 50 Bugs & Misc Duel NPC relocated within RU base to be more in the open as opposed to off to the side at KH Spawn Points Set AFSOC spawns to spawn alongside all other US jobs Whitelist Manager can now whitelist for all Ranger classes To-do but lazy... Add /cloak and /uncloak commands Add /setmap for event maps (but first lets see GMs actually doing their due diligence with a few events)
    11 points
  2. Crazy how over after 6 years people say they're burnt out of a map after a month Pls lets get more comments so I know if Chaharikar is a go
    3 points
  3. @Garnet Question regarding the GM addition. Is it a whitelist or a rank? Guess I’ll make an app so I can stop being the unofficial GM lol @Homast As far as the map goes, whatever the fuck will get players back lol. Although I do get a nostalgia chub from Taiga v3, it’s a genuinely good map. For whatever reason people (most newer players) dislike the play style and ambience. Chaharikar is just as good of a map so I have no qualms about returning.
    2 points
  4. Disclaimer: Keep in mind I have 250~ hours on the server, and joined sometime around the beginning of this year. Disclaimer 2: I haven't read anything else in this thread, so opinions are subject to change, and more ideas are subject to be added. B - PVP In my eyes this is more of a pick your poison question, as PVE isn't a bad idea, but would completely change military role play as a game. I'm not incredible opposed to change, but I think the entire core game foundation being shifted would be a little much. (I also really like the hostility and competition aspect and giving that up would be a big blow.) The idea of building brotherhood is a really good idea, but I don't quite think it is right for the server. Maybe incorporating that sort of thing into the game play a little better, but completely shifting away is a bad call imo. PVP with more factions also isn't a bad idea, but at the moment, I feel like it would spread the player count too thin. Maybe as we start building up the base population of the server more, that could work, but right now I don't think there are enough people. B - Metropolitan Metropolitan is easily the winner here because of the way it will shake up the combat. The current more natural maps encourage CQC to be exclusively be used on an objective instead of the space between. I don't like the current map format as it feels like flat ground with and occasional building somewhere to serve as an objective. (Obviously this is an exaggeration, and the current maps aren't THAT bad, but it still feels that way especially to people like me who are shit at the game and get sniped every other minute.) Metropolitan areas could offer a blend of CQC and sniping due to taller buildings and narrower corridors. I also just like metropolitan areas from an aesthetic standpoint, as they make me feel like I'm fighting in a real place and not some random desert or forest somewhere. B - Elongated "Tension" and Peace times This is a fantastic idea. Having a less dedicated war time would encourage more activity, and would make war much less of a rigid annoyance. It also wouldn't be a confirmed time of shooting at the bad guys, more of having it be an acceptable time to fire on opponents. This would mean we would have to need more peace time activities, as with just tryouts and raids and such, things would get stale quick. I am great at segways. The biggest thing the server needs in terms of activities are role play oriented things to do. I think those RP events that happen every month just need to happen more often, and they need to be easier to set up and pull off. Also giving more of an impact to kidnappings and raids, like being able to set up counter kidnaps that lead to conflicts between the nations and the like. The things you brought up are good ideas as well, things like different jobs other than just soldier would mix up the game play well. A few ideas: A more in depth medical system, maybe with reviving fallen allies and field medics that are given a very bad weapon but aren't allowed to be shot until they use it in combat. Closer bases and objectives with longer respawn times. Especially when I was enlisted, I felt like the long stretches of land between points were mostly to make up for the incredibly short respawn timer. This would also play into the idea of a deeper medical system due to having longer respawns, making reviving players more viable. Slightly less P2W. I know, I know... GArNet GaMInG IS paY tO WIn!!1!1, but it does scare off a lot of enlisted. I came very close to leaving the server out right a few times because I felt so powerless compared to the people who spent cash. I know you need to make money, so I don't believe you should change anything about the monetary system itself, but I think making more classes for enlisted to tryout for and giving them a higher variety of weapons with at least moderate stats would be smart for keeping them more enthralled and feeling like they have a chance against 75RR CMD LDR vega man over here. As for the ideas you proposed, I think all of them are great. Any form of self expression is always welcome, as long as it isn't over the top for the genre, so I think some weapon skins would be really nice, as long as they aren't some crazy hentai girl or something, and are closer to just a camo. I think badges should be more related to accomplishments, kind of like achievements, so maybe officers would get an officer badge, and if someone got a 3 kill streak within 30 seconds they could get a badge, something like that. A skill tree to add more strategy and variety to game play would be nice, but I think the skills would have to be reasonable for a military game, so if the upgrade is increased damage, you should mention you used a special ammo type or something. I also think the attachment system would have to be adjusted to work with this system, as the way it works now in combination with a skill tree would be odd imo. I'm not 100% on the promotion thing, I think I would have to see it in action to give a better opinion on it. So yeah, those are my thoughts. Thank you for working on improving the server!
    2 points
  5. +1 A capture the point kind of event which will be unique in the automated event pool. This is will be a great idea to implement as it will be something new other than which player has the most kills. You have to work with your team to clear and hold the point which is the supply drop and have to defend it from CIS. We do have capture points on the server so maybe changing the model of the flag to a container of some sort and have it spawn/despawn in an outpost, and CIS surrounding it and the nearby area.
    2 points
  6. Part A - Player Versus Vote: B - Player Versus Player (2 Opposing Factions) Explanation: People may have fond memories of back when there were 4 countries but I really don’t see it working now. In a time where player count is low, factions being isolationists, and the good leader well running dry, I see the addition of additional countries as just putting kerosene on the fire. I love the idea of new opportunities for players, but I feel like if we are looking to expand our options, we should still do it from within US and RU. From an RP standpoint, I can’t really see UK making a comeback as they haven’t fought the US in a non-economic setting since 1776. Afghan would be more realistic, with Russia acting as the wildcard. However I just don’t see adding an entire country as the right value add. Part B - MAP Vote: B - Metropolitan, lots of human-made structures for cover Explanation: When I heard Omega was being scrapped I was vastly disappointed. I realize that the community at its’ state didn’t warrant another map to built only for the community to hate it so I don’t blame Garnet. Now that it appears an overhaul is imminent, I’m ecstatic to see that the urban theme I’ve longed for is back on the table. I’m sure Orsis OTP’s will find a way to play the game, but a heavy CQC map will be SO much more new player friendly. May or may not be a shock to people but a good chunk of veterans actually prefer CQC and mid-range rifle engagements to all out sniper-fests. The urban setting is way more up-to date with modern combat. Battlefields are no longer in open deserts or plains; they’re in backyards, they’re in city streets, they’re in houses. The amount of content from an empty house/building, let alone even a slightly propped/scripted house, can give Gamemasters and players so much ammo. “I just kidnapped this guy, let me go take him to this abandoned?! Factory?” Never really made much sense. You could take him/her to an allied Stronghold [more to come on that ] and get intel on say, the most efficient way to raid a F.O.B. or locations of enemy occupied strongholds. I’m picturing a more rustic, and less vertical version of Downtown Tavorsk District from Warzone. Part C - Wars Vote: The hardest I had to think about any of these votes. Would love to cop out and use a blood type and say AB lol. I’m going to go with A until we have a fully functioning GM system figured out. Explanation: At this point in time, the server isn’t 100% ready for that chunk of responsibility to be passed onto players and GM’s alike. Garnet’s willingness and eagerness to begin working on scripted entities to give players positive experiences has me excited. However, A) I don’t fully trust there is enough content to satisfy players if there were an elongated peace time and B) the GM’s and Pseudo-GM team isn’t as expansive as it would need to be in order to successfully carry the workload. I have 0 doubts that my concerns will be answered in due time but at this point, my vote is for leave war as is. This aspect of “B” peaked my interest right away. I feel like this would force intercommunication between factions at the country level, something that is very much lacking. Also, having to actually check objectives for info sounds so much more satisfying than being spoonfed intel. Honestly if possible, I’d ask for this to be implemented ASAP. Part E - Peace-time Activities FRQ: I feel like the civilian RP jobs could garner some moderate interest but definitely aren’t game breaking. Definitely could see a handful of players who would enjoy the passive RP if there are adequate entities to fulfill their duties. See ^^ “Strongholds” in Part B. Strongholds, in a very general sense, are just peacetime objectives/capture points. Certain buildings in this urban environment will be influential during peacetime and open to capture. IE: town hall, school, embassy (a propped one, not a hollowed building), and apartments just to name a few suggestions. To find out the country a Stronghold belongs to, you must be within close proximity. These Strongholds can be raided (possibly silent raided pending a future suggestion) just like normal FOB’s. Strongholds will provide those more scripted (less brain power required) firefights during peacetime. I’m thinking somewhere between 3-5 Strongholds placed in our typical diagonal pattern. I preface this with #FuckBizzy. Missions had so much promise but that shitlord... okay before this ends up belonging in rants. Missions* (only one mission available) were fun and even more so after Garnet took the community feedback and allowed for more stealth. The kidnap mission is a staple and I’ll include/echo some other ideas. Recon, bomb defusal, hostage rescue, supply delivery, and supply retrieval. If/when the time comes, I’d love to elaborate on each mission. Part F - Suggestions & Unique Content Skill Trees: Least favorite of the examples but I could see it working. I’m imagining the perks doing things such as: -2.5% aim spread with assault rifles, 5% fire rate to SMGs, etc. Just threw numbers out there but as opposed to health, speed, and what not, I say the perks should be very specialized CW 2.0 boosts. You hate SMGs and love AR’s? Spend your points on your AR tree! You’re a master at controlling SMG recoil but your bullets feel like styrofoam? Spend your points on a DMG buff for SMG’s! Weapon Skins: Fun cosmetic that I 100% see people grinding for. Would love to see its addition. Medals: My personal favorite of your example suggestions as who doesn’t love some good clout? Honestly, grinding for a cosmetic title is a staple of a lot of video games. It’s in every MMO that matters, FPS’ have callsigns and emblems, and sporting games often have unlockable nicknames. My Own* Suggestions: Pushing an economy into the server is a huge must and I’m glad we’re finally taking steps to do so. An idea that’s been thrown around a lot is the idea of armories. I’m a HUGE fan of adding armories where players can spend in game money to use a weapon for “X” amount of time. Players will get to try new weapons, see what fits their play style, and possibly donate for a weapon that fits their style. CARS! I love cars and I’ve met a handful of gear heads in GG. Now we don’t need a royal blue STI with gold rims backfiring as it pulls up to an objective. However, added vehicle variety would be an amazing addition to the server. We can have our typical Crown Vic, Humvee, etc as free cars for officers. Also accessible to officers, is an NPC where they can purchase other vehicles with HIGH price tags. Again we don’t need super cars or tuners, but cars like a suburban, quad, F150/Ram 1500, C class, charger, among others. I’m thinking these “upgraded” vehicles can range from $100k to $1m subject to change based on the new feasibility of acquiring money. Really happy that the community is looking to take large strides in its’ advancements. I’ve had a long weekend and here is my response so to the dozen or so people who sent me this thread, here you go. I saw it when it was posted but I wanted to give it my full attention instead of half ass it.
    2 points
  7. [Name of Event] Multiple options might be Supply Drop, Supply Takeover, Carepackage, etc. [Event Start Text] Reports have been received of a Separatist Care package nearby with dangerous equipment. Locate and secure the package before the clankers use it against us! [Event Description] A care package can be seen dropping from the sky (Or not) containing valuable loot that will fuel the Separatist army. Soldiers must find where the package is located, which will be surrounded by droid spawn locations, and secure it. There will be an "Overall Timer" that starts at a high amount like 5 minutes or so. This could be coded to fit the amount of players online (1 player = 30 seconds, 5 players = 2.5 minutes, 10 players = 5 min, etc.) When at least 1 player is within a certain distance from the package, the timer will start counting down. Once the counter has reached <= 0, the package is secured and the droids leave. If there are no players nearby the package (or the player nearby is defeated), the timer stops counting down. There will be a maximum time of (insert value (I'd say around 10-15 minutes)), if the maximum time runs out, the droids secure the package and the mission will fail. The leaderboard will display the amount of time a player is nearby the package *alive*. The player with the most amount of time may be rewarded. Multiple people nearby the package will not speed up the process but each player will have their leaderboard number rise for however long they remain alive near it. There may be a ship located near the site but it is not destroyable nor serves any purpose, we don't need another "destroy the ship" event. [Maximum Time] 10-15 Minutes to be both enough and suspenseful [Top Leaderboard Prize] To be decided. [Screenshot for example] This is a poorly photoshopped idea and the scenery is terrible, but it's an idea of what I'm thinking. Let me know if you think it's a good idea or if me big dum dum.
    1 point
  8. This post got more replies in one hour than the post by Garnet asking about what the community wants for a full 24 hours. Taiga and Chakarikar are basically the same map with a couple of OBJ changes. I feel like the M4 changes are far too drastic and make the rifle into a laser and people will begin to complain in a matter of weeks like they did on delta about the Army and Marine rifles. With the lack of competent staff in recent memory the addition to Game Master I feel does not make sense. Overall I think this update swing for the fences and swung out.
    1 point
  9. Chaharikar let's do it Excited to see the GM role in action @Homast
    1 point
  10. For me personally, It's being able to put my GM rank to use a little bit. Been waiting to use it properly since before shrimps pulled an Avatar and disappeared. Stay tuned for more Weapon Adjustment Suggestions though, Because I wasn't even halfway down my list of weapons to edit. Just like Ozzy, I as well am curious about how GMs will operate? Are they being integrated into the staff team, Or are they staying standalone? @0zzy It's safe to assume that since Garnet has specified they're impervious to damage, That there'll be a whitelist that will be used. And since they'll be able to spawn things from prop menu, It'll also be a rank. That then adds the question, to build off of my previous one, If they're Seperate, will the ranks mesh and be able to be assigned at the same time, so like... GM and Mod at the same time?
    1 point
  11. Personally, I don't think the map is the issue here, but I do prefer Charharikar to Taiga v3 with the pop we have now. Glad to see the GM's are now getting the tools they need too.
    1 point
  12. Please don't get too excited for the Gamemaster rank. We've had it on StarwarsRP and people largely choose to not do anything with the rank but brag about it. I'm not expecting this too be revolutionary, and I'd say the only exciting portion for myself would be the return of Chaharikar.
    1 point
  13. Denied Lack of community support. Wait at least 2 weeks before applying again.
    1 point
  14. 1 point
  15. My previous thread as for what I'd like to do with MilitaryRP did not go well as it was too big of a change for some, and to me it appears that some people would rather the server decline instead of going through changes. I've since then had a couple of days to sit down and think about ways of revamping MilitaryRP as you know it to be a more enjoyable server without making players feel too overwhelmed with changes, and largely keeping the server's integrity the same. As of right now, I'm facing a bit of a dilemma, and I'd like to bring up a few points for players to vote on, In making your response, make sure you read the entire post or do not comment at all, because this can end of back-firing on the community as it will determine the future of the community. To rationalize your decisions, i'd like members to add a brief summary of your decision. Example of formatting for a response: Part A - Player Versus Please VOTE A - PVE - Player Versus Everything B - Player Versus Player (2 Opposing Factions) C - Player versus Player (3+ Factions) In essence, would we like to keep the server the way it is currently with choice B, or potentially explore how roleplay would be like if players strictly fought NPCs and "event classes" during wars. This may not be the most popular option, but looking at StarwarsRP, the server (while stagnant at times) created a much stronger bond among players as they are always operating in groups with one another, with the only time where the battle eachother being throughout sims to simply test their skills. But then again, one of the beautiful things about MilitaryRP is the hostility and competition playing against other hostile users creates. "HAHAHA JACKAL JUST GOT FUKIN CLAPPED BY BUDDHA AND HIS ESP. FUCK RU" Finally, option C was the foundation of our server. When MilitaryRP was a small, dying category with 4 servers, Garnet popped up. Our selling point at the time was our lack-luster (even worse than the current) war system, and having 4 factions present on the server - Taliban (AFG), Spetsnaz (RU), US Military, and SSO (UK). This decision would mean US and RU would have to be undercut to 2-3 lesser factions, IE: US Army, Rangers, Delta Force as the playerbase would be further dispersed. Amongst the 4 factions, treaties can be made, however, at this given time, there would be no way to implement these changes into the war system itself, so they would essentially be "neutral" factions (or fuck it, we can do a military) who can aid others. Part B - MAP Please VOTE A - Open Terrain, natural cover B - Metropolitan, lots of human-made structures for cover When it comes to the topic of a MAP, would players prefer to introduce more elements of roleplay into a more open forest/desert that would provide cover in the form of terrain (IE: mountains, trees, caves) or a large, dense city with lots of enterable/destroyed buildings? Example A - please downscale this in your head to look more like Taiga) Example B - only downscale this slightly, because I can do all of this minus the Source 2 lighting being really pretty Once we can decide on what style of roleplay we're going with, I think I will hammer away some progress, which could then give me a better idea of Part C. Part C - Wars Please VOTE A - Keep War System as-is B - Elongate periods between Wars, elongate wars, and rename to "Political Hostility - TAKE CAUTION" C - Remove wars, utilize them scarcely for silly events In keeping the war system as-is, we would essentially have a non-roleplayed but instead strategy-based war every 2 hours on the hour, where players run onto an area defined by code and fight over it. However, elongating said periods between wars and removing the redundant title of it being "WAR TIME" (OPTION B) may prove to create more strategic play and roleplay. Essentially, players would be notified that political tensions have arisen over -insert map's name- and the capture points would have unlocked. Being that there is no need to worry about a 30 minute timer, players would potentially reach out to a vehicle operator, and go on scouting missions in search of which objective it is that hostile forces are maintaining their position on. THERE WILL BE NO NOTIFICATION OR HUD INDICATORS FOR COMPROMISED OBJECTIVES, AND AS SUCH, PLAYERS WOULD HAVE TO STRATEGICALLY TAKE COUNT OF HOW MANY PLAYERS OF AN OPPOSING TEAM CAN BE FOUND ON AN OBJECTIVE. Finally, removing the capture system all-together is a choice I am personally not a fan of, as it would leave roleplay in the hands of the players along with Gamemasters, and we can see how that's going right now... The possibilities are endless, however, with option B, I believe we would have the chance to get the best of both worlds. Part E - Peace-time Activities This is a hot topic that I am now taking more seriously than I did in the past, as I have finally gotten to a point where I am adequate enough with coding in order to accomplish this. I would like to provide lots of passive and automated features. Some ideas that come to mind personally would be anything from base-operations and scouting missions where the player goes onto a post near an enemy's base (which would deem them KOS-able by more up to date ROEs) forcing them to sneak around and take photographs via a camera swep. Leading to more redundant, lower pay-grade and less risky missions such as kitchen duties where you can engage in cooking for your faction's base, providing them with smaller buffs to speed or even very nerfed/temporary health benefits (only outside of war time), to simple "base cleanup" missions where you pick up trash entities around your base for a salary bonus. Part F - Suggestions & Unique Content Now that we've discussed more logistics/money making activities in Part E for peacetime, how would this money be used? Skill Tree - provide small advantages to your character, enough to make a difference in 1-on-1 engagement, but not enough to plow through an entire opposing army Weapon Skins - just when you almost gave up as these side-missions got more repetitive than Family Guy/South Park jokes and hackers like Buddha destroyed you in dueels, you made your first 5 million and blew it all on a golden skin that can be attached to your AEK. Everybody admires you and/or thinks you're a donator. unique badges - You carry a badge of honor from prestiging? you've got 500 hours of playtime, and you've completed 5 hours worth of surveillance missions. There goes your super cool "Incognito" badge which stands out from other players and makes you stand out from the crowd. Further limitations on promotions as to avoid promoting less rounded-out users who do not engage in activities outside of war
    1 point
  16. It would be a good idea and a change of the usual auto events we have. +1
    1 point
  17. +1 I agree with special on this, this is also something I've had in mind for a while now too. Garnet implemented all these unique events but he missed out on a classic... King of the Hill
    1 point
  18. Accepted Welcome to the team! I will give you your in-game rank and teamspeak server group whenever I see you. Please don't use your commands or go Staff on Duty until you have been trained by a Lead Mod+.
    1 point
  19. Accepted Welcome to the team! I'll give you your teamspeak servergroup and in-game rank when I see you. Please don't use any commands or go on duty until you have been trained by a Lead Mod+.
    1 point
  20. This has already been updated to 5 seconds in a prior update and everybody's happy.
    1 point
  21. Please follow the correct format.
    1 point
  22. Part A - Player Versus Vote - C Player vs. Player (3+ factions) Explanation: I personally really enjoyed when I first joined the server when there were 4 countries. However, I can't see it working well at this time, especially when numbers are low. Instead, something that would be more long lasting and could work well with a lower playercount are PMCs. If anyone is familiar with Escape From Tarkov, simply adding elements from that game on here could greatly enhance the experience on MRP. Keep US vs RU, add a US affiliated PMC faction and a RU affiliated PMC faction. These 2 PMCs will need to be run as a company, as in there is a competent leader who is in charge of hiring players via application, has a budget to pay the workers, and can "fire" players who don't make the cut. Additionally, PMCs will have a heavy impact in between wars. While they can still be hired to assist their respective country for war, their primary purpose will be taking on contracts for their country's army in the times between wars. This would include adding a system (similar to the wiltOS item spawn system on SWRP) where salvage/intel/any items of value with certain rarities would spawn around the map after a war and PMCs can go out, collect these items, and return to their country's base (without dying) to turn in for a cash reward to be even distributed. This can work by combining the mission system and the item spawn system to ensure players are on a 1-life high-risk, high-reward mission that they can't just cheese. Additionally, PMCs are KOS to anybody that is not their country's army or themselves (so if the US PMC runs into RU PMCs or RU military, they can take them out with no questions asked. NLR would have to be heavily enforced. Of course, more types of contracts should be added, but this is just the baseline to get the ball rolling assuming players want this. Part B - Map Vote - B (Metropolitan) Explanation - I think it's time we get an actual fully urban map, with a cluster of multi-story buildings that all can be entered and FOBs on the outskirts. This would allow for the PMC contracts to work better, as I think buildings give the best cover. In general, multiple street blocks with many vantage points and alley ways providing alternative routes would not only help make wars more interesting, but also give the map more verticality rather than illusion of it (imo mountains don't add much to this but more headglitching opportunities). Also, a true urban map hasn't really been tried yet, and I've always waited for one to be made. Part C - Wars Vote - B - Elongate periods between Wars, elongate wars Explanation - For the PMC idea or any idea involving valuable RP to be feasible, the time between wars needs to be extended. I'm a bit biased on this one because I personally couldn't care much less for wars and would only play for the RP in between, so long as it is given substantial value. Shrimp's idea of adding an economy is something that needs to be added imo and RP needs to be given a reward in the form of something "physical." After playing on some NutScript servers, almost every bit of RP is substantiated by some sort of actual coded entity. Players can't be expected come up with RP for only the brief entertainment value. Wars can be elongated to compensate for the folks who just want to get on and click heads, but there will never be more to war than the brief excitement of getting kills and leveling up (although the badge idea you mentioned is pretty cool and worthwhile). I also really like the idea of having to check on objectives with no HUD indicator. I hope for vehicles like aircraft and HUMVEEs to be utilized for recon and direct action and players have to strategize to capture points instead of rushing it and watching the ticks for 30 minutes. Part D - Peace-Time Activities Explanation: As I mentioned multiple times above, PMCs and contracts would facilitate a lot of this. Honestly, the idea of base cleaning seems to be a gimmick and I personally wouldn't find it fulfilling or enjoying. I'm all for adding scripted content to increase my money or give me a badge, but doing menial activities to achieve that would get boring fast, and I see it as content people would do when it comes out then never touch it again. I think activities should focus on combat/recon. The camera idea was pretty cool, and it can easily be integrated into an RP group recon mission. I'd have to think more on different things that could possibly be added, but for now I think what I've mentioned is a good place to start. Part E - Suggestions and Unique Content Vote - Honestly, I think badges are the most suitable for my tastes here, but some skills to be purchased could also be nice. Explanation - Maybe the badges can be achieved through things like playtime and maybe tracking achievements such as 500 kills. I am heavily against skills like movement speed increase. Maybe allow for greater strength to throw grenades further if it's possible and add soft-skills like charisma that increase the amount of money you can earn from contracts/missions. Instead, maybe add an arsenal in each base with items that can be purchased to assist in combat. For example, maybe add different classes of armor, with relatively weak armor being cheap, and more superior armor providing more protection for a high fee. I also think adding more weapons to the server would be a huge plus. The weapons that are currently on are dull and get boring after a while. There are a lot of weapons in CW that are cool with unique weapon attachments that I always wished were on the server. Instead of adding them as donation options, offer them in the arsenal for high prices, giving more purpose to saving money and taking part in activities to make it. Perhaps make attachments purchasable as well. Especially if wars get elongated, give players time to experiement with attachments during war and changing it as they see fit via the arsenal. Allow for attachments to save until it's changed for the duration of the war, as I doubt players want to run back and forth between the spawn, arsenal, and finally go to the battle every life, but it also could allow for players to take their time customizing their kit.
    1 point
  23. -1 just no, it's not op at all . It's called make it not see through able.
    1 point
  24. Please don't spread false information again about how the Source engine (and Garry's Mod, specifically) handles PVP (weapons, damage, death). You did this last time when you tried to get rid of friendly fire and its entirely inaccurate. The laggy part about implementing something like this is calculating the player's position to verify they are on the point. This check would need to be done everytime somebody dies. Not when people take damage, and not when people shoot their guns. The way I've read what Ozzy has posted is like this: If any objective is capped for the opposing team, you get rewards based on the attacking portion of his post. If any objective isn't capped, you get rewards based on the neutral portion of his post. If any objective is capped for your team, you get rewards based on the defending portion of his post. This is the easiest thing to implement that won't kill your performance. The thing that's difficult with implementing it this way (rather than the way Garnet has originally decided) is creating it in a balanced and accurate way. We have 3 total objectives and if the rewards per kill require one objective, it could be random if one objective is capped by the opposition, one objective isn't capped, and one objective is capped by your team. Now, doing the reward per cap-tick and reward for being on point for capturing is also easy. You're already verifying the player is on the objective to modify the percentage change per tick. Giving money or experience will not add any performance strain, that is if its implemented correctly.
    1 point
  25. Dark rp just isn't fun for me anymore and i messed up my pc settings so much my mic input is really low no matter how loud i talk anyways it was fun hope. Bye everyone it was nice helping out the sever One last edit please set me to vip i had it prior to being staff i might come back
    0 points
  26. In-game name: Agent TzarSteamID (https://steamid.io/): STEAM_0:0:140210729In-game rank: ModeratorTimezone: PSTLength of LOA: No idea anymore.Reason: My father's cancer has recently been updated to Stage 4, it is now not only from his shoulder and lungs, but now apparently in his liver and heart. I have no idea what the hell is going on, he says not to worry but this is serious and I am feeling quite down right now. If you need to contact me do it via my phone number (DM me for that.) I will try and be at least a bit active but right now its hard. Thanks. -Tzar
    0 points
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