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ChrisRid

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Everything posted by ChrisRid

  1. -1 While I understand the desire to make raiding bases easier from a raiders perspective, I don't think this is the right solution for a few reasons. Firstly, I'd like to expand on what StraightWhiteChristianMale has said about the number of fading doors always having been 4. While it may come across as petty to say that people dislike change and "it's always been like that", the truth is that players have got used to the way things are over the years and enjoy the basing rules, having made a number of dupes over the years to fit perfectly in different spots around the map with their doorways in optimal places through trial and error. It would be very easy to disregard their thoughts and feelings when implementing a change to the rules, but it's likely you'll see them jump servers or play other games if the changes are too great (a lot of the major basers have already gone) given that many DarkRP servers allow 4 fading doors and Garnet is not unique in allowing 4. It will also work with the reverse effect, allowing dupes that people have made elsewhere on other servers with the same map to work on this server without any adaptation. While I am aware that there's a number of servers which only allow 3, many more allow 4. (before you ask and as a reminder to others, lets not name drop other servers here). Secondly, it's important to understand that a base should be difficult to raid with the balance tipped in the defenders favour, with good reason. The time and cost of setting up a base in order to turn a profit is high, and if there was a good chance they would be raided before they could even turn a profit then what would be the point in trying? To give you some idea, it takes 1 hour just to break even after fully upgrading a printer, not including the time to set up a base and organise buying printers off others. For me personally, it takes me 30 mins to get setup, perhaps another 15-20 mins if I'm buying printers off others, and 1 hour to break even with upgrades. That's between 1.5-2 hours of gameplay before making any profit. So while it's not everyone's idea of fun, basers are happy to spend this time setting up because they know that as long as they do everything right, they'll make money. If the balance is tipped back the other way, even just the uncertainty will deter players from basing at all. If basers become uncertain with whether they'll make money by farming (basing) then it's likely they won't risk it, given there can be millions at stake. Basers often make up a decent percentage of the population, even if their freinds are all AFK because they've bought their printers, it's still pushing Garnet DarkRP higher up the tables. If you remember when the basers left CityRP, the drop in population was difficult to ignore and it has a knock-on effect that new and active players are more likely to join servers with a higher population. The way raiders successfully raid bases is either through strategy or by chance of the baser being distracted. As far as strategy goes, I've been victim to some of the greatest raiders, for example there was one who noticed that everytime I collected from my printers I would also then (as a meth manufacturer) go to the meth NPC to trade in the meth at the same time. A keen eye caught me out and all it took was a periodic look at the TAB menu to see if my money had gone up, at which point the base was unguarded. I could give other examples of very good strategies (but I don't really want to get raided lol) but use your imagination, that's what's so great about a social game like DarkRP. On the other side though, distraction has made a fool of many a baser over the years, and it's all too easy to 'quickly grab a coffee' or 'pop out for a cigarette' and all of a sudden a brand new level 1 player has made several million from my printers! For me at least, my attention is highest during the first few hours, and lowest towards the end of my farming session, at which point I become unphased with being raided and will be complacent at protecting my printers, allowing many opportunities for those who try their luck at raiding. My point is, even with 2 fading doors and a HK-45, I'm pretty confident that I could adequately defend my base, providing I'm paying attention and anticipate the strategies others employ. The other 2 doors are for that very reason, for those moments when I'm watching a YouTube video and don't immediately realise I'm being raided. With that said, the uncertainty of basing with fewer than 4 fading doors puts me off the idea of basing at all, despite the fact it doesn't really change the odds if I'm on the ball, and if I'm not then chances are a raider would get in anyways. Counter Suggestion In an effort to be as open-minded as possible, I have a counter suggestion that might help with raiding while not totally discouraging basers from trying to make money. What if for each prestige level, the keypad cracker worked 2% faster? This encourages people to prestige and rewards those who already have, by giving them an edge which is reflected in their proficiency of cracking keypads. If you were say prestige 5 as an example, this could mean a decent 10% advantage when keypad cracking, and at prestige 10 you have a 20% advantage! For the highest currently prestige player I know at 20, they would have a 40% advantage!! Just an idea though, trying to find a reasonable compromise which I feel we'd be more comfortable with.
  2. +1 It's a classic, I'm surprised it's not already in the game! Further to the suggestion, what about a can entity that PD roles can drop, so the Mayor can make laws saying 'AOS for refusing to pick up can'? (That was a joke, but it would be funny for 5 mins)
  3. I covered all of these points well in my previous post, and think what I've said holds absolutely solid to your response. I'm not going back and forth anymore as I've given a detailed explanation and I'm bored of 'Nerf the D'Lore' suggestions in general, so I'll leave it here on a -1
  4. That's correct, it won't change a thing other than to irritate those who've spent good money (and everything else I've said previously). Take me up on the challenge if you'd like me to prove it to you? Edit: It's not OP, as I said before there's loads of other weapons with similar stats
  5. Absolutely, I put my money where my mouth is What I'm saying here is that the only argument to nerf the D'Lore is in terms of balancing the game, which it wont given my example. Take me up on the offer if you fancy it mate
  6. My reason for saying "another nerf the D'Lore post" is that they are suggested constantly by the same few people and I've given my full reasoning multiple times, you can find it on any of the other previous suggestions. Typing out a full detailed and thought-out response for every nerf suggestion takes a lot of time, and considering how wildly unpopular these are, it just seems gratuitous frankly. But I'll type it out one last time: There are plenty of good weapons in the game, and the D'Lore isn't even my favourite either. However given that it's one of the most expensive weapons in the donor store and I like to do my part to support the server financially, it's a cool weapon to own and it seems reasonable for the price to be high given that it's among other decent weapons with a cool and unique name and skin. There are a lot of other weapons that do the same job with similar stats, but this one gets a lot of hate for the fact it's a donor weapon. What I'm against is spending a reasonable amount of money on something only for it to be nerfed, taking away any of its appeal, and making it pretty worthless, and I'm not alone in that thought either. I can fully understand weapons like the machete being restricted to melee only (no longer throwable) because of the exploits and issues surrounding it, but that isn't the case with the D'Lore at all, there's nothing actually wrong with it. Imagine saving up to buy a car you've always wanted, and a couple of years down the line you get a recall letter to say "we're sorry but it seems other drivers don't like how powerful the car you purchased is, so we're recalling it to tune it down to below that of other comparable brands"; how would you feel? Then with regards to this suggestion, as Shank pointed out, it was the AW50 which was nerfed and exists separately in DarkRP, so perhaps we should change the focus of the nerf to that weapon, if we want to be totally accurate? Not that it's even comparable, it's a totally different game altogether. By that metric, the physgun should really be a super gravity gun like in HL2. As far as having "less chance to win" for players without the D'Lore, after the last suggestion I made a point of defending my base with the cheapest pistol in the game (the HK 45 which goes for $1000 in-game) and I've happily defended my base from a good number of raids. So to say it gives a greater ability to 'win' isn't accurate, it's just down to experience and in my early days I used to get raided quite often even with some decent perma weapons for the sole reason that I wasn't very good at the game back then. But lets say that despite all that you still want to use a D'Lore, feel free to buy one with credits? Sure it's temporary, but it's still available and lets be honest, a lot of us have a ton of unspent credits from our playtime. Either that or if you really want a perma-version, then do what many have done and trade in-game for someone else to get it for you, meaning you never spend your own money? I even offered to buy anyone a permanent D'Lore in my response to the last suggestion if anyone could raid my base with any weapon while I only use a HK45 for defence, and as of yet I've had no serious takers on the offer. This suggestion is just simply another jab at the D'Lore, or as I said before, another 'nerf the D'Lore post', which is all it is. Just to recap then: - If we want to be accurate to CS, it's the AW50 we want to look at (which exists seperatly in DarkRP) so the D'Lore is the wrong weapon - It doesn't change the balance, even the cheapest pistol in the game can defend your base perfectly fine - The D'Lore is still available to non-donors, via the credits menu or by trading in-game - There are other similar stat weapons which are ignored, the D'Lore is targeted - There's nothing actually wrong with it (in terms of exploits or other issues, such as with the machete) - Nerfing the D'Lore only serves to irritate those who've paid good money for a unique weapon, without making any difference to anything else My -1 stands strong, but I hope that's answered some questions anyway.
  7. It's the same couple of people who make these same suggestions, didn't you make the last 'Nerf the D'Lore' suggestion or was it the one before? And you regularly use the forums so this doesn't make a lot of sense. Of course they are? Are you saying that the forums don't reflect the player base? Anyone is welcome to sign up, there's no high-class requirements, they could jump right in and get involved with this? So I'm not sure what you mean. Obviously it's more likely for it to be players who've been around more than a few days, I wouldn't expect everyone who played for an hour on the server to make a forums account.
  8. Come on now WohMi, the majority strongly dislike the idea. No need to insult everyone who's against nerfing the D'Lore, and there's been a ton of previously denied suggestions on the same subject. It doesn't inspire me with much confidence that you've got the player base in mind when you say "fuck them nooblets", I think the gig is up.
  9. +1 You have a fantastic application, one of the best I've seen in quite a while! I love the reasons that you have given for wanting to join the staff team and previous experience is always helpful even if it's not the same game mode, plus you've been around in the community for quite some time too. You have a clean record too (no warns or bans) which shows that you're of good character during the time that you've played. Sure, you only just meet the requirement for the number of hours needed, but as long as you do, then I don't see it as a negative by any means. While I haven't had the chance to meet you personally yet, you have AJ's referral which gives me a lot of confidence, plus Korn said he's seen you in-game and has good things to say. Overall I think you'd be a welcome addition to the team and so I wish you the best of luck
  10. ChrisRid

    2 Week Ban

    ACCEPTED Due to a lack of evidence supporting this ban, I'm unable to form a proper judgement with this case and as a result you will be unbanned. Korn will be spoken to about keeping records of evidence for a sufficient amount of time. @Shin_Tsukimi @stretchy @Glorbnob @FlameSoul @GrosCave Please lock and move
  11. ChrisRid

    2 Week Ban

    @eXgKORNPlease could you provide your evidence
  12. -1 Another -1 for another nerf the D’Lore post
  13. +1 Sounds awesome and fits in well with the others, plus I mean who doesn't want to see a NyanChris!?
  14. -1 Changing the rules to allow players to have a temporary building sign up (with printers) is bound to be widely exploited unfortunately, so while I understand your reasoning for wanting such a feature, it's too difficult to enforce. In my experience if the base owner disconnects suddenly and providing there's no active raid, one of the party members will buy the doors and place a KOS sign while another places down the base dupe, and within 60 seconds you're back up and running again. So far this hasn't lead to being raided either personally, but even if it did, the likelihood of the base owner disconnecting and being raided in the following 60 seconds is so slim that it's not a major concern (to me at least), it's about as likely as someone dropping a Davy Crocket nearby which carries the same (or greater) risk.
  15. Mugging is a core mechanic of DarkRP and has been around snce the very beginnings, in fact it's older than DarkRP as it existed in the gamemodes which inspired this one. Nobody is forcing players being mugged to hand over any money, you can still counter, the system remains the same. The only change is a fancy new popup which automatically works out how much your being mugged for with the two options to either pay it or counter. In the 2 years I've played I could say I've seen maybe 3 people buy money from the donor store, on the other hand I've seen at least a hundred people sell each other credits for amounts varying from $350k to $1M per, with $500k per being the current average. I'd imagine more people bought money through the store many years ago when the exchange rate was preferable, but that's certainly not the case anymore. So the 100k per prestige was my initial idea in my first post, and I'll admit that it could get too hefty at higher prestige's (it was aimed at the majority being prestige 0-5). Garnet's later post changed this idea to the more preferable system of using the ten-thousands to reflect the prestige level. This means it would be in the 200k region for you, not 2M. So for example: Prestige 0, level 44 - $04,400 (put the 0 in for reference) Prestige 1, level 44 - $14,400 Prestige 2, level 44 - $24,400 Prestige 20, level 44 - $204,400 (Your prestige level) The current system is good, and I'm all for staying vanilla. In fact I go out of my way to oppose anything which strays too far from vanilla. This however is essentially the same as it always was, just with a simple UI and taking into account a prestige level. The basic concept of mugging still remains the same. When you look around and see vapes, fancy weapons, hats / accessories, and the recent suggestion of a casino being added; this is pretty vanilla and old school. If anything it makes life a ton easier for new players by having a UI. Even the lottery system has a fancy UI and nobody opposed that change, this is like that.
  16. I've only gone and got myself the Santa hat! I'm a bit late to reply, but this is an epic update and I'm collecting as much candy as I can carry
  17. +1 I mean this would certainly be pretty cool, although my only fear is if it would cause the server to lag. I remember when the pointshop was first added, if you looked at someone wearing an old /hat and someone wearing a pointshop hat at the same time, it was Armageddon So as long as it doesn't lead to the end of the world then I'm all for it lol.
  18. I think the idea that higher-level players generally have more money definitely holds true by this though, and it’s why I think that taking prestige levels into account makes a lot of sense. I mean 200k to you (or me in fairness) isn’t a large sum of money and the cool down timers are there to prevent repeated mugs. Low level players will continue to ask for money regardless of whether the mug system was in place or not. Mugging is a core mechanic of DarkRP and so it’s worth considering separately. From a RP perspective, regardless of the mug amount, thieves will tend to target the wealthier players because they know they’re good for the money and more likely to just hand it over, just as in real life I guess. With regards to the store bought cash, this is heavily outdated in terms of exchange-rate. I think many people go by 500k per credit (I won’t buy credits for less than 1M personally).
  19. You still have to wait out the 10 seconds mate, even if they run. If they give you the money in that time you can't kill them
  20. This is a fantastic idea for a mug system! The best part being we don't have 10 seconds to do basic mental arithmetic lmao This would make things 10x easier for both parties, plus it means that higher-level players can be mugged for larger sums of money (in terms of this suggestion) while lower level players still only have to pay the standard amount that currently stands. +1 for this idea
  21. Neutral While I like the idea on face value given that 10k isn't a lot of money for a level 100 player as it currently stands, if the rules were to change to x1000 then while a level 100 might be able to afford 100k, it's unlikely that a level 10 player can afford to loose 10k and so I believe that the number of un-countered mugs would drop dramatically which might not be great from a RP perspective. Combine that with the fact that often players will weigh up the price of perks vs handing the money over, and given that (worst case) 10k is cheaper than a set of perks, it seems reasonable to hand over the cash quite often. If that figure was 100k however, then it's always worth a shot at countering every time you get mugged from a strictly financial perspective. So while I'm not against the idea, I think it's worth considering whether lower level players can actually afford to play along and also whether the risk/reward will stop successful muggings entirely if the reward is too high. Edit: Just as a counter-suggestion, what if prestige levels were taken into account instead? So for each prestige, 100k was added to the total? This way it wont negatively impact lower-level players, while also offering a higher reward for mugging higher-level players who tend to have a lot more money? As a list of examples: Level 10 Prestige 0 - $1000 Level 63 Prestige 0 - $6300 Level 10 Prestige 1 - $101,000 Level 63 Prestige 1 - $106,300 Level 10 Prestige 2 - $201,000 Level 63 Prestige 2 - $206,300 Level 44 Prestige 4 - $404,400 (If you mug me at my current level)
  22. I can just imagine seeing reports come in for "I've been RDM'd by a lamp post" Then the real prop hunt game begins!
  23. I really like the concept of a rewards system and want to give this a +1, but it goes without saying my reason for not commenting so far is because of the risk of exploitation. However what Proggy said is spot-on and sums up my thoughts here too. If there was a way of offering rewards which helped encourage new players to the server while offering little benefit to alts, then this could be great. So with that in mind, here's my ideas so far: Rewards for the new player: Offer a limited time 2x XP boost to new players - this would be super beneficial and could really help players get involved in the game quickly and see good progress, while offering no real benefit to alts. Pointshop Reward - this is a fun way for new players to adopt a unique identity while also introducing them to the pointshop system, plus it offers no real benefit to alts Small Credits Reward - similarly to the pointshop reward, there's a ton of cool things for new players in the credits shop and it will help familiarise them with the system too, while offering little benefit to alts Low Level Unbox Crates - in the early game, new players are often just happy to have a weapon at all, so a low level unbox crate would be awesome. Plus as with the other systems, it helps introduce them to it while also being of little use to an alt account Rewards for the player giving the referral: Only give rewards to the referral player if the new player reaches a certain level (e.g. level 50). While this means that it won't be an instant reward, it does a couple of things: - It encourages the referral player to actually help the new player get well acquainted with the game in order for them to make progress, so that both parties to get their reward. - It also discourages exploitation through alts (given the alts would actually need to get to level 50 for every account). Forbidden Crate - players of all levels get excited to see what you get out of a $1M unbox crate (me included) so this would be a decent reward. Unique Hat / Accessory - This could be something funny that expresses the gift of freindship (like a "I'm with him ->" T-shirt) and if the only way of obtaining it is through referral then it's inherently valuable. These are just a few ideas but I'd be interested to see what others come up with as I'm sure there's a ton of possibilities.
  24. ChrisRid

    Appeal Denied?

    DENIED Your appeal has already been handled by another administrator, and I'm in full agreement with their decision. You can see full details via the link below: https://forums.garnetgaming.net/index.php?/topic/22191-goose-ban-appeal/ It's extremely rare for an automatic console ban for ban-evasion to be successfully appealed, given that it's near impossible for us to tell the difference between a deliberate attempt at alting to evade a ban, versus a genuine mistake, with the former being the most common scenario and the later being unlikely. Every case is unique and therefore it's difficult to draw comparisons between them, and any successful appeals are always a rare and unique situation (usually expressed within the appeal response) and certainly requires the agreement of a Manager+ in almost all cases. Your ban will remain. @Shin_Tsukimi @stretchy @Glorbnob @FlameSoul @GrosCave Please lock and move.
  25. -1 Hobos are traditionally played in one of two main ways: Perform for an audience in some way to receive donations (singing, playing guitar, comedian, etc) Be annoying, throw your boot at players and micspam nonsensical rubbish (as hobos do) The role is supposed to be neutral and doesn't work alongside either the criminal classes or the PD, and so allowing mugging would be strange (a bit like allowing PD to mug I guess), it's just not what the class is about. For this reason, it's unique and well suited for both old and new players alike, anyone who wants to be part of the action with a simplistic neutral class that doesn't need to worry about mugging, raiding, lockdowns, etc. If you do wish to mug people, the thief class exists for exactly this purpose, plus you aren't restricted to pistols (as hobos are)
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