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DarkRP Rules Updated (4/28/2024) ×

PraetorDon

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Everything posted by PraetorDon

  1. The model portion normally would belong more in Suggestions than anything else, which can be found here: However, see below. https://garnetgaming.net/forums/index.php?/forum/21-suggestions/ Model change requests are forbidden by the suggestions format. Adding new models to the server is a time consuming process, as hitboxes must be adjusted for each one. Time that's better spent by the devs working on something that benefits the whole server. There are a more pressing issues regarding weapon changes than a donor faction that only four people can play on. Also, the Kriss Vector is the strongest SMG in the game, it does not need to go on another class on US. This might be part of the premium faction, but if you want new guns for each class, you're going to be waiting a very long time for it, which brings me to my point below... As an aside, I believe Donstir is still waiting for his ISI donor faction to be configured. This is my pragmatic understanding on how these donor factions work, for any more info, you would need to speak with Garnet.
  2. Our goal in this is to not nerf guns, but to bring underpowered/poor performing weapons in line with a median. Obviously, we'll be taking a look at outliers like the FMG and Vector, who outperform the other guns in the SMG category. Using the aggregated stats at the time of writing, the Mosin's effective range is far less than the Orsis and is actually the weakest sniper based on stats. The Orsis has the same effective range as the SV98, the L115 and the SR-338 and is in the middle of the road. We're currently looking at CQC weapons, though long guns will be part of the rebalancing at some point. Based on the numbers that I see currently, the UMP will likely receive a buff.
  3. Reverts/Removals: Friendly Fire Gun Damage - Already a post for this: Chinook (or at the very least fix it spawning during war) - Currently, supply drops don't work/have no value. It's not fulfilling the intended design of being something to do during peacetime. Instead, it's usually just killing people in base/interrupting tryouts/events/trainings or is an annoyance that has to be removed by staff as war is about to start or has already started. The tank is fine and can stay. Fixes: Permaweapons, this one is fairly self explanatory, and I have been told has been reported, but putting it here for transparency. Chinook - If we're deadset on the Chinook being on the server, then at least fix it spawning during war if possible. Cuffs - Currently when you jump/get bumped/look up at the wrong angle (this one is a joke), it sends you into the sky, and you die from fall damage. Cuffs don't have much use right now as a legitimate tool for stopping minges/kidnaps. Additions/Changes: Gun balancing/reworks - numerous threads on this, as far as I'm aware, this is being worked on by upper staff (or at the very least they have Ozzy's doc with all the values). This is more of a generic, but I would be fine with adding more weapons/items/purchasable items. This goes for both the credits menu, and the donor store. Give a use for money, items/temporary weapons/buffs/cosmetics/titles/etc.. Not sure what the development timeline of the crafting system looks like, but there hasn't been any update on this in a bit. If this is nearing release, then disregard this comment. Numerous posts on the crafting system and its potential. Replace Grenadier with Prox, makes no sense we don't have an IED class and US does. ROE Changes (Prioritize This) - Thread: Rules: Executives/Staff need to just sit down, review all the rules, see which ones are still applicable/need updating and publish a new doc, then have Garnet post it to the forums (this is on the Trello). There are many rules that exist in the minds of staff, but are not formally documented on the forums (solo raiding for instance, as Reeper, Gabe, and I found out a week ago). Shitpost Tier: Garnet-chan Model and NPC.. I can provide it, all you need do is ask. This is a rough outline, I may go in more detail/add stuff this weekend when I'm not wrapping up three projects.
  4. +1 The explosive damage was a good change that balanced the use of explosives, preventing them from being used excessively. This can stay as is. The friendly fire change with weapons wasn't needed, and leads to a very frustrating experience.. I would rather see it reverted entirely than trying to make it work in any capacity.
  5. +1 I would like to hide in the mountains and trees. On a more serious note, peacetime is boring, other than the occasional raid/tryout. This will definitely keep more people on during those times, leading to a higher pop overall. If it doesn't work, reverting is easy.
  6. Confirming referral. Pink shows that he cares about the server and is quite active. While I'm slightly biased (he's in TSFU), I believe having him on the staff team would be of great benefit. Everything else has been covered above. +1
  7. The new players of the server have always been Soldier's focus. Giving him the tools to facilitate a welcoming and enjoyable environment will benefit the server greatly. +1
  8. In-game name: TSFU Col Don Age [minimum 15 y/o]: 27 SteamID: STEAM_0:0:48119736 Warns: No Active Warns (Legacy: One from 2019/Crouchjump, One from 2019-RDM (Prox Mine Accident)) Timezone: EST Playtime: TSFU COL Don has played for 3647:49:05. Do you have access to TeamSpeak and a microphone?: Yes Do you have the ability to record Garry's Mod videos?: Yes Referral(s): N/A Past experiences as staff: Former MRP Head Administrator. Staff/Organizer on numerous communities/groups for years, most of which are defunct. How do you plan on benefiting our server: Currently, I lead TSFU (Red Group/Blood Unit) and am one of the more vocal voices (especially on Afghan) regarding server changes and potential updates. Nothing would really change in this regard, only it would be more of an official capacity rather than me dooming in TeamSpeak. My experience as a former MRP executive should come in handy when discussing potential changes. I am a firm believer in controlled chaos, there’s a time and place to mess around, and times where you need to be serious. As for specifics, I have a couple of things I’ve been floating in my head. ROE changes (modifying the ones Smitty came up with a bit). Faction organization changes, allowing SOC Officers to do more with base (which is a possibility already, just nothing is codified). And my biggest one, player retention. Not going to go into large specifics here, as that could be its own thread, but there isn’t much currently encouraging people to stay online for long periods of time. The crafting system seems to be a long way out. Keeping new players on the server should be our number one priority (putting rewards on base killing SOC in war is an example). I do know of some other things in development regarding retention, but they’ve only been mentioned in passing am I am not sure they are public knowledge, so I’ll withhold from mentioning them here. Generally, I try to see things as what long-term effect they would have, rather than a short-term gain. Have you ever been banned or punished on GG MRP?: No Have you made any previous applications: July, 2020: https://garnetgaming.net/forums/index.php?/topic/10882-dons-staff-application/ Nov, 2019: https://garnetgaming.net/forums/index.php?/topic/6815-dons-staff-application/ How much time do you have to contribute to the role?: Weekdays, a few hours. Weekends, 6-8 hours.
  9. I don't oppose the cert for vehicles, if you can explain to me how it would work considering Theos was the only one who could give these out before, and I don't see anything that would change Garnet's mind on this. If it's adding vehicles with guns (and explosives) -1 Vehicles are already very powerful due to the ability to get around the map quickly, they do not need a buff. As far as benefiting the server goes, it will benefit 11B, and maybe US. Tali does not have any sub-factions, and I also don't see that changing anytime soon with the current pop. EDIT: Some of the addons suggested would require different vehicle foundations/Garnet to get permission ($$$) from the creator/or are only models, and have no framework for being driven. If you suggest something, you should verify that all of the resources you're providing are feasible.
  10. Sure, don't really see an issue with this. Don't know if the M249 exists in CW 2.0 in general, much less content packs Garnet uses. Doesn't seem super necessary. This used to be a thing, they had SMG's. No one played any other base class because of how good it was. A medkit is super powerful and basically functions as extra lives if used properly. I don't think this will happen. This was before the defib was added as well. I agree with more donor content in general, but that would mean more content packs/gun balancing. Specific suggestions need to be made with preferably stats for each gun to make it easy on Garnet/Management.
  11. This isn't a standard suggestion, move to the correct forum if needed. The Crafting System being introduced to MRP is interesting, with a lot of potential. That being said, there are some things that need to be taken into consideration to integrate it in the MRP environment without causing issues. Issue 1 - Drugs/Effects that Change Player Stats: Mainly for Speedboost/HP boost effects. For those of you who remember the vending machines, you will remember the frustration of the kevlar+double jump combo. There was no visual clarity on if someone had these buffs, leading to a poor experience for new and veteran players alike. With HP boosted classes, you have a visual model to signify there is a change in player stats, i.e. Nailgunner has boosted HP. With Kevlar/Double Jump, there was no visual indicator, meaning you weren't sure what buffs someone had if any. It also wasn't very fun to play against as a baseline. For those of you who don't remember/weren't around for the above, the first speed buff on Echo was fast to the point CQC was practically unplayable, to the point it was more viable to use knives. Fix: Add Visual Effects to other players to Buffs/Debuffs. This would suck for snipers, but honestly, you don't need HP boost+speed if you're sitting in one spot anyway so it's a fair tradeoff. This may have a negative effective on server performance however. People more versed in GMOD can comment on this. Issue 2 - Accessibility and Peacetime Activities Currently there's an issue on MRP (though this is dependent on who you ask) that SOC/veterans/people with playtime aren't doing enough during peacetime for base. My issue with adding all of this "grindable" content, is that it will further strain the relationship between new players and veterans, as everyone will be roaming around the map looking for resources. That being said, I am not sure how the farming of these resources is being fully implemented. If they are limited resource nodes, then it becomes a competition, meaning everyone will be constantly competing over them. Not exactly the environment you want in the same faction. As a long time MMO player, I have experienced this first hand. The fix is generally making the drops player specific, so the only constraint is time. Don't think this is likely to happen due to programming/resource constraints however. Supply drops are a fix to this, but only if they give the resources to everyone around them at the time of pickup (even better if only on thesame side US/Tali, to prevent abuse). I believe supply drops were mentioned in Krim's thread here. These are my current issues with the system, I'm sure more will popup as ideas are fleshed out. Now, with the dooming out of the way, we can get into actual content that can be added. Refer to Krim's thread for ideas regarding bandages/drugs/tools. This thread covers different topics, which is why it's separate. If you want to discuss those changes, go there. I agree there should be different tiers of tools used for harvesting, but more than three ranks, increasing ranks can be added over time. New Stuff: Apply Rarity Tiers to Below (if applicable). Drugs/Buffs/Tools - covered in Krim's thread. Craftable temporary weapons (think credit shop) and permanent ones (if possible), temporary ones should not require as many resources. Permanent ones are a major time investment. This could also be a great opportunity to add some new weapons to the server. Craft a cinema player token (this would be a token to redeem a cinema for your faction via permaprop, again, if possible). This would be an endgoal item, requiring a whole faction to work together. I would like to see more items like this, but I do not have any ideas currently, maybe a special vehicle/playermodel? Different Ammo Types (I don't mean match and magnum lmao) think more Dragon's Breath/Slugs for Shotguns (bring back 2GA Shotgun), Explosive (very small radius) for LMG's (viable now?), Armor Piercing for Large Caliber Weapons (Hate Vehicles and HP Armor?). Bodypillows-someone literally brought this up, I don't remember who. All I really had drafted yesterday. Will likely come back to this as I have more time/ideas.
  12. This would be fine if the objective of war was to tie, but it's to win. Staff switching is a Band-Aid fix to larger issues either way. Not sure if it's 3X, but I would agree with the fact that the map is larger and therefore having 60 players on one OBJ isn't as big of an issue as it was on Omega. There are multiple flank routes that need to be covered, so people will spread out more. +1
  13. Generally speaking, if they are minging, I just shoot them. If they come back and continue to minge, I get a staff member. This would work well actually. -1 As the solutions provided by OP are not feasible, but I'm not necessarily against a change.
  14. Man really had to do the Lord of RP like that. Here's a clip of my own where we see what happens when a Tali Officer attempts flight.
  15. Proggy's clip is probably enough, but here's one of mine too.
  16. Title pretty much explains it all. We used to have the cinema back on Echo v1?, but I believe it was removed due to the plugin having stability issues. Since it's been fixed and improved on DRP, it shouldn't be too much trouble to add back to MRP. Correct me if I'm wrong. Reason for adding: It's quite a bit of fun, especially during latenight/lowpop when there isn't much going on. Lock it to officer classes/MP (gives MP (movie player hehe) a practical use/perk other than RP). Location: Last time I remember, it was in each tier 1 SOC's bunks (Vega/Rangers? at the time). If it's not too much of a hit on performance, more than one per faction could be added at staff discretion. This post was based on the DarkRP update changelog found here: These aren't paragraphs by any means, but there isn't very much to explain.
  17. I can no longer blame hitreg for me missing my shots
  18. Time to turn 2D into 3D.

  19. MRP: I was bored. There's probably more I can do with this once I figure out lighting. There's a bit of an easter egg in this one if you squint. If these photos are not high enough quality, I can provide the source.
  20. The ability to hit US base with RPG's from the top of Cons on Charharikar (it took many hours of testing to figure this out, thanks Hoffman). The teleporting tunnel (which I still hope is on echo_v2_siberia (or w/e it's called), it was always funny watching people run through it only to run into the 5-6 prox mines PDSS/GRU used to drop there. The hidden chamber on Delta. Embassy in general is one of my favorite OBJ's (not the approach though lmao).
  21. Just spitballing here, not sure how feasible it would be to program some of this stuff. Not all of these ideas need to be implemented, pick and choose. Unlocks: Unlockable body group components (currently underutilized for most models, think hats from tf2) Category: Drugs Nothing that gives a damage boost in war, without severe negatives Nothing that gives a health/defense boost in war, without severe negatives (same reason for body armor, it's been shown to be very unfun to play against, same reason jug/rpg/ng was nerfed) Movement speed is fine, with minor negatives Regeneration is fine, with moderate negatives Limited invisibility, with moderate negatives Justification on Damage/Defense The old prestige system that gave both defense and damage buffs was not very fair for new players. a) A lack of transparency that prestiged users had these buffs, can be fixed with drugs by visual effects. b) The buffs were such that combat did not play out as they would expect, leading to frustration. c) Prestiged players were more skilled than new players, leading to an even larger gap in capabilities. Guns/Skins Self explanatory, should be the primary focus of this system. Add them all with variations. Methods of unlocking: Lootcrates, purchasable for credits and in-game cash. Makes the server more money and acts as a money sink. Grinding, allow active actions to acquire components, mining/foraging/killing npc's/random drops/event rewards Duals, allow wagers of items between players Playtime/Logins, just by idling on the server you would get components, though I would say only common ones for playtime, maybe greater rewards for logins. (this may not be feasible from a code/implementation perspective, would still be nice to have). Will add more to this as time permits.
  22. Since returning to the server (other than me being washed), I've noticed a massive increase in issues with hit registration and just overall unreliability with gunplay. I know some of that is the (so I've been told) swap to worse hardware/resources for hosting MRP, but a good amount is that guns just don't feel good to use, outside of a few outliers. Overall, recoil should be increased (something you can compensate/skill for) and aimspread (semi-rng) decreased across the board. I'd rather every gun be busted OP then most guns hitting like a wet noodle and a few outliers being strong. I don't really have much more to add than that, Soap summed up what general changes I would make w/o looking at numbers directly.
  23. MP was brought up as a response as a compromise for AOS in bunks. I see this as a win for both the RP and Click on Heads side. Pros: Adds content and new tools. Resolve a server/player issue using Player Intervention rather than Staff Intervention. Gives new player potential for showing leadership qualities while still being on a tight leash. Compromises a pain point for both the RP and Combat player base. Cons: Potential abuse, can be mitigated with harsh punishments for intentional abuse, e.g. a Week Ban and faction whitelist removal (start over at Trainee). Adds Content (Opportunity Cost). Still more time consuming than clicking on a minge's head with my Orsis / having to lock/unlock doors if someone is late/needs to leave because they fail tryouts for instance.
  24. Also enjoy my scuffed five minute halloweeb logo, I have tenderloin in the oven that needs to come out.
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