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Kendal

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Everything posted by Kendal

  1. Kendal

    Camo's Warn Appeal

    yea I have proof. I don't know why he'd even post this. I warned everybody fairly in OOC that I would be warning for /roll spam if it didn't stop, camo continued. A ton of people were doing it. But by this image of my console during the whole thing, you can see Camo by far had the most.
  2. The SA80 also has a strange playstyle where, its only really effective as a hipfire weapon. Making it an AR that's most effective use is for aimless spray and pray style of gunplay. Couple that with low damage, low fire rate, and strange amounts of spread, you have an FMG that just straight up doesn't work. I'm not to sure about the Veresk as I haven't used it myself or really seen much of it. But I do know we currently have good weapons in the credits shop in game that are underused because they're tied to a system most players prefer not to use aside from payroll and medkits. The FAMAS could be a great replacement for the SA80 imo. There is also the SIG which from my gathering has a similar feel and use to the G36C for PDSS Tactical whitelist. I +1 the suggestion for changing out the weapon in general, but I would like to see more alternatives which could possibly be used.
  3. Idea : I'll be making a couple of different suggestions threads in the interest of adding more to do, or modifying what there currently is to do during peacetime. A lot of what we have now is either, not much, or clunky and more of a chore to do than just sitting in base during peacetime. This first suggestion will be modifying the way that kidnap scenario's work on the server. Description : Currently kidnaps seem extremely unfair to the victim, and awkwardly handled in terms of how they are done. The way it works currently is | You and 2 other players run up to a lonely player by themselves, hit your kidnap bind, they are now kidnapped and them reacting to it is failRP warranting a warn for breaking rules. This system has always felt out of place and weird to me. There's no room for the victim to react to what is happening to them, and from my experience I don't remember FearRP being a rule on this server. So my idea would be that Valid kidnapped adverts can no longer contain "strips weapons, smashes comms, bound to me" type of shit. Instead, the system should work as "/advert Kidnapped", and from there you would need to use /me to take your victim's weapons away, comms, and bind them to you. This gives the victim plenty of time to act in response to the kidnap. As far as reacting goes, if you are getting kidnapped, Until you are successfully bound with your weapons stripped you may run away, or retaliate and kill your kidnappers. This would also allow us to create another ROE which players can learn and understand, you may retaliate to being kidnapped if your weapons are not taken away in time for the enemy to cuff/bind you. I also have a couple ideas for more interaction in this regard: Friendly soldiers in sight of the kidnap are allowed to respond to the kidnap and save their fellow soldier without needing to advert counter. Considering they were in the area, and they saw the kidnap take place. Rescuing a kidnap if you WERE NOT in the area when it took place would require RP knowledge of where the victim is being held, and a /advert Kidnap Rescue. Or something to that effect. All NLR rules would apply to this scenario just as they would with Raids. If the Victim is not bound to their kidnapper in time, and the victim kills the person doing the kidnap, the others in that party are allowed to respond and kill the victim accordingly. You would not be allowed to Kidnap just for the sake of killing the person immediately. If the victim's fellow soldiers see you running around with them, they would be allowed to open fire on the kidnappers. This would only really be if the Soldiers did not see the kidnap take place, but DID see the kidnappers running around with the victim, then this is a no brainer. You would still need to be an officer in your faction to host kidnaps You must still have at least 2 other players with you to pull off a kidnap You should be able to kidnap someone that is in a group of people, but at your own peril considering they can open up on you for trying to take one of their own. Some things to help with reports potentially generated by this system : The players kidnapping should be recording the event for the sake of helping staff determine if rules were broken or not with what happened. If a player kills their kidnappers before the /Advert Kidnapped takes place, then Staff can look at logs, and figure the timeline out from there. Players looking to Kidnap Rescue MUST have proof of how they found out the kidnap took place, and what lead them to the area where they were rescuing the victim. Reasoning : I feel as though peacetime is a lackluster combination of AFKing in base until war, or doing combat sims. Where we could potentially have a lot more room for creative freedom amongst the playerbase to create their own fun, and create unique events that are not constricted so heavily by staff rules. I think adding more to the ROE, and even uncoupling the ROE with staff to some effect could have lasting changes in terms of fun, player population, and overall content which we desperately need. Also, if anyone would like to add any ideas onto this new system, i'd be happy to see them. As well as adding questions for staff purposes.
  4. The AEK is a CQC god tier AR weapon. It can shred at both close to mid range (AEK is the only AR imo that is actually effective mid range). So my suggestion here would be to lower the rate of fire on the AEK so that it can no longer absolutely dominate in CQC, but can be very effective at the range which AR's should be used anyways (mid range engagements). For the damage the AEK can dish out, it being as effective as it is in CQC is just not healthy. I'd say the other AR's should actually be more in line with the AEK so that it isn't the reigning king of AR's anymore, and they're all enjoyable to use. These weapons should be hard hitting at mid range, but laughably inefficient in CQC due to a lower fire rate than SMG's. There is also no reason the AK105 which has 21 round mag cap, should play like an SMG. SMG's should be Pea shooters at mid-long, but unparalleled in CQC capability by anything other than shotguns. The MP5 should not be able to map an unlucky player wandering into it's laser precision from afar. As far as they go, the MP5A5 is dominant in this category, and it shouldn't be. FMG-9 and PP-19 should be absolutely god tier at hipfiring, but they're still outclassed by the MP5. Both weapons are ineffective as fuck at anything not CQC. Yet they do less in CQC than the MP5, which again, has the ability to map people. I'd say considering they're literally only effective in CQC, bringing their base damage up just slightly to equal the MP5 would do them some good. Again, due to poor recoil, and insane ROF, these weapons cannot be effectively used at mid range. I'd also say give the MP5 similar stats to the G36C. It can shred, but only in CQC as it should. DMR's are awful in terms of, well everything really. The rate of fire on them is just strange. They feel clunky to use as well. In my opinion, being that they are semi-auto weapons they should be semi-auto. But currently they just feel like snipers with less damage output. When I shoot the M14 for example, it should respond to my mouse click following each shot. So it would be "clickshoot clickshoot clickshoot" but instead it's this weird "clickshoot clickshoot clickshoot". I'd say slightly increasing ROF would definitely help in the long run. Especially for players who have no choice other than to use the DMR's (11B Marksman, 2GA Marksman). What sucks is the SVT-40 has such a beautiful sound when shot, it looks so clean, but it just doesn't do anything that using an Orsis wouldn't do better. Shotguns are in a weird spot where they can snipe, and CQC. At least the 2GA shotgun can snipe, the others not so much. But still, shotguns need to have far more significant damage falloff at a shorter range so that they really can only be effective at CQC range. And the shotguns are all oddly different with damage values for some reason. The UTS for example is completely unused because even with slug rounds, you can't 1 shot with it. Why? It could be argued that due to a higher round capacity it has less damage, but it's fire rate is the same as the others, therefore why does it do so little damage? The main worry with shotguns though is definitely effective range. LMG's are similar to DMR's where, you only really use it if you need to. 11B Demolition for example, a lot of new players get the m60 in hopes it'll be a great step up from that AR-15, but its just sad. 2GA T1 gets the PKM, which Vega also gets, which Prestige also gets. All 3 versions (which have no difference really) are just not worth using. I've seen it argued that the LMG's are meant to be mounted, but if that is true then there are too few places to mount. The mount system in general feels buggy to use, so having a weapon based around that system on a map where the places you theoretically COULD mount are either just barely too high to actually mount on, or can be easily thwarted by snipers (which the playerbase is very focused on using) you're SOL. In mid range fights, the LMG will 90% of the time lose. LMG's already have a movement debuff to use, why do they feel so unrewarding to use? I think higher DMG and lower rates of fire would be the way to go for the LMG class. I would have added actual stat stuff to help you out in that regard, but I don't understand the CW2 weapon stat values for shit. Mix that with being terrible at math and all I can really do is tell you how I think it should be. Even still, without me posting stats, tweaking around in the areas I mentioned may prove worthwhile!
  5. Kendal

    Dex's Staff App

    Cant react but +1 MRP staff team desperately needs experienced staff, and dedicated players. That is Dex in spades. Edit: Just don't leave right away dex
  6. Disclaimer: I wanna start by saying that, over the course of time I've been back on the server I have been very vocal about my lack of desire to be staff. However, things are at a point right now where we need experience on the staff team, we need dedicated players, and overall we need to work together as a community to get over the hurdles we've been tripping over as of late. This is not a thread to push myself into a position of power, I've done my best to abstain from that kind of shit since I've been back. Despite what I said at the very start of this disclaimer, I want to help. I love this server, I love this community. IGN: Kendal/aloneintokyo Age: 23 SteamID: STEAM_0:0:50072294 Warns: none that I can see with /warns Timezone: PST Playtime: | V SGT aloneintokyo has played for 2980:17:59. TS/Mic?: Yes Record?: yes Referrals: Python Past experience: Manager, here on GGMRP I'll be honest when I say this, there really isn't much I can put here that wouldn't come off as the generic "I will always be active! I will be unbiased! I will uphold the rules of the server!". I'll also be honest when I say, I know I don't have the best rep from my time as Manager. I think I give myself a harder time than anyone (with the exception of Garnet) about my time, and actions when I was in that position. I've put a lot into this server though. I've dedicated a lot of time, I've gotten to know some of the most chill people I've ever met here, I went through the entire experience as a staff member at one point. I've put a lot of time into reforming now. I've worked my ass off to get to a point where I can get along with the community, I've rebuilt bridges with people I burnt in the past, and most importantly I have learned a lot. I've spent a lot of time listening to what players want, and how they feel about the direction things are going in. I'm a vocal member of the community and I'm not afraid to give my opinion on anything that comes up. Lastly i'm gonna say, I know this community well. I know the staff members, I know how to handle situations in a mature manner as a staff member, and I will always put the good of this community before any one individual person. banned? punished?: Nope. Previous apps?: Oct 7, 2019 Milton's Staff Application - Denied - Garnet Gaming (Gildarts moved it to denied for some dumb reason, but I was accepted by draggy) Time to contribute?: I work graveyard at a gas station about 4 days a week, this gives me time to be online during the day when people are actually on the server, and at work when it is dead. So I've got time.
  7. I'd like to say that, regardless of if these events took place before you got SA/Manager, you were providing people with hacking clients. It doesn't matter where they get used, the fact is you are responsible for them having access to those cheats, and are therefore also responsible that they'd use them on GGMRP. I've had my own sus on you since I came back to MRP considering that, when I left you weren't THAT good. I gave it the reasoning of "its been a while, he's probably improved". But with the extra screenshot that foxtrot threw in, I'm mad disappointed
  8. I am not justifying anyone's actions with this thread at all. None of that side drama bullshit matters to me. What matters to me is the evidence given in the thread, here and now. What matters to me is we have a previously cheating banned, unbanned, cheater as SA, who was at one point after being unbanned distributing cheats to players within the community. You may have a point in saying that this thread is meant to cause instability, and if so I am inclined to agree. But regardless of why the thread was made, why the info was dropped, the fact is we have this info now. I know for damn sure, I play the server for fun as well. However if someone is distributing cheats to the people you play against, that I play against, what fun is the server? As far as I am aware, Ozzy has not been looking into cheaters on the server. There are blatant cheaters on US and RU at this point that aren't even being spectated. So the lack of care to catch hackers, mixed with the person responsible for catching them being one himself, that's not fun.
  9. More than likely there are people involved in gathering this info over a long period of time, who do not want to be implicated in this. In trying to get all that info, they need to take time and wait until the moment is right to expose the info.
  10. I honestly don't know what to say. I don't know what this will do to the MRP community given that Ozzy is the only current executive on the server. With Don, Zachman, Whiskey, gone. This is a bomb drop. I wasn't at all expecting to see something like this. Those who gathered all this info for this drop, fucking chads. Garnet just gave him SA as well. Edit: As others have said now this seems to show a lot of explicit bias from someone that should be the figurehead for the MRP community. Regardless of what happens from here, we shouldn't forget that this was being done by someone either seeking to be, or as a very high ranking staff member within the community. Say what you will about Gildarts, I don't remember him distributing cheats out to anyone.
  11. I could see that. But I could also see someone barrel stuffing in front of it and getting blasted by 3 11B rolling up at the same time.
  12. Description: Essentially figuring out a way where we can make basecamping a little harder across the board. We probably can't fully eliminate basecamping given that, it's something that's bound to happen on any map no matter what, this is merely a suggestion thread to find ways to make basecamping a little harder. Reasoning: Currently we have the rule in place that during war, you cannot go past the Archways for the enemy base. However, it's still easy to camp those archways themselves which leads to US or RU not being able to leave their Archways, rather than their base. I think I have an idea that can help either side be able to actually make it past their archways. In the morning yesterday, Zachman and I were experimenting with different things we could add to the map to give it more QOL and a more CQC feel. This map CAN be CQC oriented, we just need to add a couple of touches to help out with that. The goal shouldn't be to completely eliminate the usefuleness of a sniper, but to decrease how effective they can be at every stage of war (from pushing to OBJ, to capping, to defending, to basecamping) One Idea Zachman and I came up with was this... I am fully aware that this looks somewhat ugly. However adding large fading doors to the archway passes could prevent basecampers from seeing where the enemy is before they can even leave base. More often than not, the basecamp is killing enemies before they even get to the archway. This would allow US or RU to organize large pushes, or send smaller fractions of forces out of different archways without worrying about being killed before even making it past the arch. I am not sure if adding something like this to every archway (I believe there are 6 on the map) would prove very costly in terms of FPS or map space on Hammer, but if it could work then we could see some change in how basecamping works on the current map. I know some might not agree with this specific change, so I encourage discussion on this suggestion thread that could lead to something better.
  13. This thread wasn't ever meant to throw shade at Garnet or attack him in any way. He and I discussed that in PM's over steam. This in my mind was a way to draw attention to issues that needed to be brought to the front of our conversations about MRP. He made a good point that these kinds of threads are made all the time, as a community from here on out we need to be far more active in letting Garnet know what we need, and we need to understand if it is something he can do or not. So from now on, those talks we have isolated in our TS channels, or Discords about changes that need to happen should primarily take place on the forums. We should offer solutions along with our idea's of what classify as problems within the server. If Garnet is able to make good on our solutions that we offer, we may see a whole lot of good come out of it and may not have the need for anymore of these kinds of threads. I'll be reaching out to members of the community to gather a consensus on important changes that need to happen sooner rather than later, and help keep Garnet informed on things we want. As Manager Ozzy is just as capable, and just as willing to give Garnet the feedback we give to him, so don't be afraid to talk to him either. I appreciate everyone that has given input on this thread as to potential ways to fix some of the problems I addressed, I hope to see your input in the suggestions. Edit: And for the love of god if you have experience in modeling, coding, whatever please reach out to Garnet and let him know you'd like to help. I know some of you may have done so in the past, but keep pressing so that he knows you're willing to do so from now on.
  14. I don't really know where to begin with this thread. While it's title suggests a farewell to an MRP Head admin, I think there's room for more here. I think there is room to discuss why he would be leaving in the first place. To kick things off, MRP is in a sorry state. I sound like a broken record saying so. However it can't be stressed enough. Garnet mentioned recently in Brooklyn's resignation thread that he doesn't make money off of the rust servers, he makes them off of gmod. It got me wondering what is really going on here, and why the servers he makes his money on are going to shit (speaking from the MRP side of things since I don't play DRP or the other gmod gamemodes he's invested in.) We could attribute that to MRP being a dying game mode, but I wouldn't necessarily believe it to be 100% true. Other MRP servers do just fine. In fact a lot of gmod servers have healthy population despite the fact that "gmod is a dying game". We could also attribute MRP's decline to health issues, real life problems, etc. But MRP has been on the decline for a while now. Real life issues wouldn't lead to the death of a server if that server had a dedicated team of Dev's who could take the weight off of the owner while they dealt with those real life things. We don't have a dev team. Despite many players stepping forward offering free aid to Garnet to develop things for MRP, we still have little to no updates in terms of actual content, and the map we were given recently isn't what was promised. I attribute the decline of MRP to a lack of trust for community input from the owner. I know in my past, I had been outspoken on what I thought of the community's opinions of things. I was wrong. This map is not what was promised. "more CQC oriented" is a hard sell to a lot of us who have been tired of the sniper meta, but the statement falls short when players are scratching their heads because they literally can't leave their base due to a heavy sniper meta. The community had been very outspoken and has been for a while that they are tired of the same type of combat, and want more variety. Another issue is the lack of player retention. The current main playerbase of MRP is a mix of veterans from CSDesert, and players who joined and stayed from Delta on to the initial release of Echo. Very few players who join the server actually end up staying. Theres not a whole lot to do, another statement that's been said dozens of times over. There's peacetime, tryouts maybe, and war. I can't count how many times a new player has ran up to me and asked "what is there to do during peacetime?" to which i'd respond "Not much" Weapons suck, and have sucked for a while. Every CQC fight i've been in feels like I need to magdump a dude like 3 feet away from me because a mix of scuffed hitboxes, bad hitreg, and shit damage means while I magdumped him, there's a high chance I wont even kill the dude. Maybe that's another reason for the sniper/shotgun meta. It's much safer to go the 1 shot route, than to go the CQC route and have high chance of not killing who you clearly should have killed. Population is way down. Lately we've been peaking at maybe 40 players (for the past 3 days at least). 2GA and 11B should be the factions with the most players, however often times RU has more SOC than 2GA. Lastly, MRP is having an identity Crisis. Are we an RP server? or are we a PVP server? I'd argue that many of the players that are here and have stayed, didn't stay because GGMRP was a beacon of what RP should be. It's because the combat is far different than what you find on more RP oriented servers. I'll be honest, a large chunk of the MRP community could give a shit about RP at this point. It hasn't been a major feature in GGMRP, so why is there such a heavy push for it to be? It only helps to lose what little you have left in terms of dedicated players. RP won't save this server. It's actually helping to kill it. Why is all this going on, on one of the servers which Garnet should be making money? And if one of his staple gmod servers is failing, why is he so quick to bring back SWRP which has proven many times now to be incredibly unreliable? MRP needs a dev team. Take the free help Garnet. Take whatever help you can get with it. I won't question the real life problems you may be facing, because real life tends to hit at the worst times, and it hits hard. But if you have people that offer their help, offer their input, for free. Why not take it? Don always spoke for the community. Even when I was manager, he'd often come to me with criticisms the community had for decisions I wanted to make. Don't shrug off the community, it's the only thing actually keeping this server above water at this point. Goodbye Don. None of this is meant to be toxic. I love MRP, I'm tired of seeing it go down further and further each time I connect. I think the MRP community has been dedicated to the game mode, so losing those members by the day really sucks to see. I just wish something would actually be done to help it.
  15. I don't think most of the current server problems can be directly attributed to administration. From what I can tell, Ozzy gets suggestions and brings them to you. Unless there's a serious lack of communication between you guys, I don't see it being all on staff. The other problem being that Administration should not be the main source of entertainment for the players. In a sense, that's what the GM's are for. Unfortunately Jake's events aren't seen as fun by a large chunk of the community, call them what you will, but they are still members of your community. They don't find the RP events to be fun. Trying to force RP onto a community that's been without it for a long time is a hard task to get through. All in all, we shouldn't be having an identity crisis. This server should stick to what it's actually known for, rather than trying to 180 it's direction somewhere else on the wishes of people that don't even play anymore. But for now, just get better. I havent personally known anyone effected by covid, but from what I've heard, it can't be an easy thing to get over.
  16. @D_Rose How you gonna ban literally everyone and also unban everyone.
  17. No hate, I love you D Rose. But you undid some of the things that I did as manager that should have stayed done. Unbanning individuals that earned their bans and should've waited for a ban wipe or something. If you did those things out of being pressured by people to do them, it shows me that you're prone to folding under the pressure. Which I know I may have done at times, but I am not reapplying for staff after the fact. And if you didn't do them due to being pressured, then it shows me that you are prone to either bias or bad decision making in those times. Your activity also comes into question. But I know you're working on that. All in all, you might make a good t.mod-headmod. But I'm not sure you should get to a higher staff position until the community can see change in the areas i've mentioned. -1 for those reasons.
  18. At least one of them in RU base is still moveable. I think the shipment cap point might be a bit too large (it extends out to the parking lot outside) so essentially you can camp the RU giant wall entrance thing while still holding cap, you don't even need to be inside to cap basically. The ropes for the Shipment obstacle course don't show up for some players (not sure if this is a workshop issue or if it's everyone that can't see them) making tryouts that utilize that obstacle course harder than it should be.
  19. After talking shit out in pm's I can say I was wrong in a lot of ways to -1 your app based on the things I was -1ing for. As a person you're hella cool, and you've been a member of the community for a good chunk of time now. Activity wise you've managed to stay on the server, and you're still engaged with it. I think that shows a level of commitment to the community. Like I said earlier, saying things in your staff app is one thing, following through is a whole other thing, and I think you can follow through. Just stay committed man, and don't burn out. Thats my main worry. +1
  20. When I led GB I made my members tryout for Field Medic & Breacher. I had specialized tryouts for both. Of course, depending on who it was that tried out (if they were a longer time player of the server) I'd give them all 3 right away, but for those that are new and want to feel progression, i'd have them tryout for em seperately. It can also be a decent bit of fun, and give you guys something to do during peacetime when there aren't enough 2GA for a proper tryout and/or training of some kind. If you need help making Tryouts of any sort for the WL's ozzy mentioned, my DM's are always open man.
  21. The weapon suggestions are great imo for helping the faction as a whole, given that the weapons seals currently utilizes were UNDERutilized in favor of donor weapons. At least from my experience. However, SEALs definitely seems like a faction that should have a lot of attraction to it given that (its fucking SEALs). However the current Models are terrible in terms of giving the faction an appeal. iirc the MW2 models had a problem where bullets would ricochet off of them and hit them again? or something to that effect. So Garnet swapped the models out for the current ones. Imo this is where all desire to be in that faction dropped heavily. The badass MW2 models were a major draw for people, sure as shit one of the reasons I would have tried out back when the models were alive and well on the first iteration of Delta. I know it sounds stupid to swoon over player models, but lets be honest. Vega and Rangers have that appeal with their models, why not seals? if the problems with the old models could be fixed without Garnet having to draw too much time to that over the new map, and the flag issue could be fixed, it's honestly probably one of the best things for that faction. +1 to all suggested by Ozzy.
  22. Vizii's montage's were over edited. All the fucking zooming in and out, color flashes, screen effects, it was all way too much.
  23. TIck rate broke at 34 seconds. AEK is always meta.
  24. To add to this a bit, I dont want to delve too deep into this kind of stuff because I JUST came back to the community... BUT I think it'd be pretty awesome to let players decide when they wanna go take some obj's rather than a war timer telling us all when it's time to do so. It'd give players a lot more time to co-ordinate small rp stuff, as well as plan for war, do more advanced or fun tryouts for their factions. Now that I think about it I feel like the timer dictates a little too much of what we do considering it's just numbers counting down. But in all honesty, I know a probable good chunk of the community likes the flow of peacetime-wartime.
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