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DarkRP Rules Updated (4/28/2024) ×

Lex_

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Everything posted by Lex_

  1. Having trouble quoting on mobile but... Constraints are useful creative tools, but they are not very stable, especially when you get into higher entity counts as you would with a large player limit server. There are just too many ways that someone could abuse these additional tools in addition to the instability, many of which would be best solved by not allowing them at all (rather than making a rule against it, as I'm sure the people using them in that way don't care)
  2. Lex_

    Smity Warn Appeal

    Seeing somebody in a bush 30 seconds before somebody gets shot gives reasoning to shoot somebody? "A long time after" doesn't mean they weren't standing off to the side out of your view, because while I can't provide the proof of that, I was sitting off to the side on the hill before I walked up to KMP in the bush. ^^^
  3. Lex_

    Smity Warn Appeal

    Important distinction. You didn't see the person shooting directly in front of you, you heard the gunshots and assumed it was the person in the bush. Sure, logically makes some sense. However, another Tali had run up shortly after. The only way you'd be able to "confirm" that it was Agent Thorn is through metagaming (utilizing the kill feed), therefore you can't rule out the other taliban there. Mans was hidden for over 30 seconds. So while it was true that Thorn was the one shooting - you wouldn't have the knowledge. -1.
  4. Name: Lex (previously Fier) Current Active Ranks: None Officer Experience: 18A COL (2019) GRU LT (2019) SSO COL (2020) 18A CPT (2020) TSFU CPT (2022) Notable Accomplishments: Roster work and design. Tryout design. Playtime: Little over 2800 hours. Desired Rank: Chief of Staff (This is my ultimate goal. I do not expect to be given this position without first showing that my work and the ethic behind it is solid as an enlisted) Current Rank in ISI (If Applicable): N/A What does the term Professionalism mean to you?: The term professionalism to me means to place extended detail in one's profession, including the efficiency, accuracy, attitude towards, competency, friendliness, respect, and accountability of oneself (and others) in and outside of a profession. These all come together as the base for responsible and respectful leaders, and majorly affect the vision and image of a career, employer, and the employees. How do you hope to improve ISI?: The past few years have given me insight into business management, project management, and creating/keeping a professional team. An organization like ISI requires a group capable of critical thinking and who can work together efficiently and respectfully. My desired rank gives me the responsibility of finding candidates who fit the former criteria and creating a baseline for what ISI needs to be that team of professionals. There are many things that you could do to achieve the penultimate "team of professionals." Creating a standard that reflects those high expectations and sticking to said standard is major. The goal for my desired position is to create a professional standard as to which ISI recruits its members. An example standard is the basic worded "lead by example." As a team, we want to build each other up - and one way to do that is to create an example of what professionalism looks like. Training together, providing insight and experimenting, is something that all people can do at any point in their employment and recruitment. This is just one standard that has the power to improve more than just ISI. Are you willing to completely commit to the Faction?: Yes. What skills do you bring to the table?: While I don't have a large list of officer positions like other applicants and candidates, I have worked under and alongside many reputable community members. I have designed various docs and rosters during my time here. I have tons of experience in the realm of PVP and experience in roleplay. One of my strengths in PVP is long range combat, specifically sniping, although I can still pack a punch in CQC. My biggest strength is game knowledge. This includes map knowledge, movement, visual and audial awareness, an understanding some of the underlying mechanics of the Source engine, and programming in Lua.
  5. Lex_

    RP Factions

    If this was the short selling point, then I'd have to immediately disagree. None of these things warrant adding in a second-life, peacetime only roleplay faction. Existing factions, regiments, or whatever you wanna call them should be utilized in events and other roleplay scenarios. Bringing in a roleplay faction takes away any additional potential purpose those current factions hold, turning them into a just a title and model change. You didn't directly answer the question, but what I got from these three quotes is a yes. Faction based events but strictly for a limited second-life roleplay faction? I understand that the point of the suggestion is to provide players with an opportunity to roleplay outside of sweaty Source engine PvP (without interfering with the other parts of the community) but isolating the two is a risky move that could result in a further disconnect between the playerbase (and including server content and general direction). -1. I do understand the appeal, but I do not see this suggestion as beneficial if accepted. There are some other counterpoints I think I'd like to bring up for replies supporting the suggestion, but it all falls down to the same thing: you do not need another set of classes or factions to provide and participate in roleplay scenarios. Just utilize what is already here. And nothing is stopping the GM team from pushing a creative narrative/set of events with the current available content.
  6. This was suggested (and 'accepted') back in January.
  7. Alright, it's probably best that I actually pick at your application with specifics as opposed to my first response. My -1 doesn't change. What is this "roleplay aspect we may not have seen?" You don't explain it anywhere else in the application. If it's the preface to the rest of the answer, where you bring up campaigns, then that's already been suggested and attempted by various people. D&D and Arma 3 zeusing are entirely different behemoths when compared to MRP. They are both major skills that may contribute to success in storytelling and event hosting on GG, but the two don't directly translate to Gmod - especially with how we handle the GM team and events. The biggest thing you need to remember is that you aren't the sole creator. In an ideal situation, you'd be working with other GMs to craft a narrative for our community (assuming we stick to the roleplay event goal), which makes the concept different than being a DM in D&D and being a zeus for Arma 3. You've been banned twice for mass. Neither of them is written as accidental and you had only appealed one of them, which was denied. Granted, the one you did appeal would now be considered Non-malicious Mass, although you were a 2GA KPT at the time so I'm not sure that'd necessarily apply. Is there any extra information for this event? It seems barebones and easy to set-up, which I guess is good for a quick and easy event for a lower population. I assume you would be utilizing NPCs to be the opposition. And of course, this type of event isn't restricted to just a single map or location on said map, but just placing baddies around for the sake of action isn't all too narrative. This is one of the event ideas that I feel is guided. It's a cool concept, yes, but it relies heavily on things going the way that you intended them. Is this a PVP or PVE event? Do both sides get to place their troops and plan their route if it is a PVP event? Are the route and ambush points pre-determined? What happens if somebody goes off the route and takes a different one? Do you still continue with that or consider that "cheating?" Wouldn't consider this an event. I could see this being a portion of an event, but as it's described this is just a normal kidnap. Passive roleplay for a real gameplay advantage. Don't think I like.
  8. -1. All you did this time around was copy and paste your last GM application, added a sentence about medals in your "why should you choose me?" answer, and then change event #3 for the last question. You didn't even bother to go through the other events and make them relevant to the current map. You also forgot to add your SteamID and fix your playtime. Maybe you are skillful enough to write up events and execute them, but I personally don't trust you with the commands available to GM. Your attitude is the same as it was back before you left to DarkRP. Less than a month ago you massed with nerve gas in the middle of Tali base late at night.
  9. Possible but unnecessary. Setting recruit health is a potential server-side solution. However, if they are refusing to be trained by running away (and/or being disruptive elsewhere) then that's on them. They're just wasting their own time and it shouldn't be that major of a concern.
  10. Your answer here: Do you want more content or for more interesting raids? Legitimate question because you're saying the server is stale and essentially pointing to "everything" but not providing potential solutions or suggestions on to what you feel would be better. You started the paragraph claiming you weren't trying to be rude, but the rest of your language says otherwise. This isn't even close to passive aggressive, in my opinion. Aside from that, the map does seem to play an important role in convincing players to join as seen more than a few times in the past. ??? Not sure what you expected. This is the literal essence of DarkRP (as a gamemode) and has been for the last 5+ years. This is also the direction the general community had wanted to continue down (with more semi-serious roleplay attempts basically failing). What types of events do you want? There isn't a grind but you're complaining that the "most interesting content" on the server is farming printers in unraidable bases?
  11. I disagree with this statement. If this is to be implemented, all servers within the community should have the same set of guidelines from the beginning, no extra grace periods or warnings. I disagree reacted to the post because I'm pretty set on that opinion and do not want to further discuss it. Although in this case, I can understand that I should have replied to the thread instead as you have two separate points in your post.
  12. Lex_

    Attack Heli fix

    -1 to the rule change. I believe that allowing attack helicopters to utilize weapons during war would provide a big enough imbalance in favor of one side to be very unfair. Difficulties in flying and aiming are not enough to justify allowing it, in my opinion. I have yet to see anybody hit a single rocket on any aircraft since I've been back and playing again. There is no easy way to track this in-game (unless they say it in chat) and is based on the honor system. If anything, this provides a disadvantage to Afghan since they must spawn aircraft in US base and cannot easily bypass the "re-arm timer". **This isn't to claim that any current AFSOC or AAF would abuse the system but is still giving opportunity nonetheless**
  13. Yes, the suggestion is for enabling team damage but only for explosives and nerve gas and scaling it to be less lethal but still require caution (or in the extreme scenario, full unscaled damage).
  14. Lex_

    Ghillie Head

    Just in case anybody else is also unsure of what you're trying to suggest, can you provide some more detail as to what, how, and why? And in the future, please use the format available here:
  15. -- Obviously, this requires removing the old "no friendly-fire" hook and replacing it with this instead. -- Logically, this should run AFTER the ScalePlayerDamage hook, so there should be no conflicts. hook.Add("EntityTakeDamage", "PlayerFriendlyFire", function(victim, dmginfo) local attacker = dmginfo:GetAttacker() -- This hook runs for all entities when they take damage. In this case, we only care about players so both parties should be players. if (victim:IsPlayer() and attacker:IsPlayer()) then -- if war is active -- if victimNation is the same as attackerNation (victimNation == attackerNation) -- check if the victim is the same person as the attacker; we want them to be different to keep the current self-damage scale if (victim != attacker) then if (dmginfo:IsExplosionDamage()) then dmginfo:ScaleDamage(0.15) -- scale the damage down to 15% - with the rest of this script, this will only apply to friendlies end -- don't have access to m9k to see how the nerve gas applies damage, but if it properly sets the damage type -- this next statement should work. if (dmginfo:IsDamageType(DMG_NERVEGAS)) then dmginfo:ScaleDamage(0.15) -- scale the damage down to 15% - with the rest of this script, this will only apply to friendlies end -- with the CTakeDamageInfo type, you can get the weapon classname and scale/negate on a per-weapon basis -- usage: dmginfo:GetAttacker():GetActiveWeapon():GetClass() and compare to a string, ie. "m9k_nerve_gas" if (dmginfo:IsBulletDamage()) then return true -- Return true to negate the damage. In this case, friendlies don't take bullet damage. end end -- End: victimNation is the same as attackerNation check -- End: War is active check end end) https://wiki.facepunch.com/gmod/GM:EntityTakeDamage https://wiki.facepunch.com/gmod/CTakeDamageInfo
  16. Lex_

    ban appeal

    First clip is actually a torso shot, limb shot, and a headshot. (100hp to 51hp to 30hp to -46hp). Hitting jump headshots (or rather, any jump shot) with rifles isn't that uncommon, although it should be unlikely (it isn't). And the last clip is not a prefire. Not sure I see the aimlock. Looks more like he's firing at the target at upper torso to head level and ends up hitting @jas0n twice in the head, in which both shots hit while @jas0n is in front of the target (visible in both clips if you wanna slow it down) Ignoring what @kindadead said about "did it on purpose", him leaving could be out of frustration or from embarrassment. It's not fair to assume such a simple action was taken to reinforce your belief of him cheating. The first clip could be entirely coincidence (or it may not be, and he was just chilling waiting). You're at 25 health and the kill wasn't with a headshot, mans could have hit you anywhere. And as for the second clip: car. +1. The clips provided by the community do not show enough to base a major ban off of.
  17. It's not the amount of clips. It's what is shown in those clips. Not necessary and you know that.
  18. Another "rushed ban" with poor evidence. Makes sense why you said nobody had wanted to push the ban. Seems a bit like a witchhunt given the messages in OOC prior to the ban and the conversation in TS following it. +1. The provided evidence is not conclusive enough to verify whether Capcom is cheating or not. I'm beginning to feel like @Python shouldn't be trusted with gathering/reviewing evidence and banning people for cheating. And its a shame that enough staff had agreed that these were concrete.
  19. In the ideal situation, the hitmarker would display a specific color based on where it hit on another player. I wouldn't expect it to affect performance, nor is it difficult to implement. It would have to be done serverside due to the hooks being used to capture when damage is taken, so there would be zero false positives (unless said player is godded or whatever) and that includes friendly fire during war (if deemed necessary, also not hard to add). Disregarding the stupid excuse of 'realism', I'd take hitmarkers over the inaccuracy of blood splatters: it's less about whether I hit a shot or not and more about making sure I didn't get baited by bad math and end up getting destroyed by somebody with full HP instead.
  20. In-game name: 1stSFODD OPT Luxord Reason: I'm interested in seeing the early stages of the redesign. I've experienced quite a few maps in my time on MRP allowing me to make comparisons, and may add potentially useful balancing and aesthetic feedback (or other ideas).
  21. Ignore this. Read my second response on the next page.
  22. I'm only responding here to say pretty simply that it wouldn't take that much effort to code. And it's partially a necessity.
  23. The delay in him shooting can be explained by the natural delay of the server. Difference in network settings, ping, tickrate, and so forth. I'm not saying he isn't cheating, I'm just saying this clip is not definitive enough and is missing too much. He can see the sparks whenever you get revived, may have likely seen a bit of your model, and likely heard the defib sound for how loud it is.
  24. Whenever you get revived, you spawn in the air more than a few units off the ground - which allows him to see you. At this point, he could be firing at the GRU and as the GRU lands on the ground to run away, his gun only needs to hit his body (respawned with 30 hp). GRU models may be short but their head hitbox is still slightly above what you see visually. If this is the single clip used against Dragonite, it's not definitive enough imo.
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