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PraetorDon

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Posts posted by PraetorDon

  1. 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.

    • Like 1
    • Spicy 1
    • Haha 2
    • Agree 3
  2. 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.

    • Agree 1
  3. 9 hours ago, CorndogCrusader said:

    I feel like the standard US Soldier should also be equipped with the M4 SOPMOD. It makes no sense that the Drill Instructor has a more effective weapon than the standard soldier because it's a non-combat role. The standard AR-15 really is only useful for extremely close range. I posted about this in the weapon changes mega-thread, and I'm reposting it here because that was the wrong place to post this. I was told that the DI gets the M4 SOPMOD because it allows them to deal with the minges, but I don't feel like that's really a good justification. The AR-15 works fine enough for dealing with minges, and even if not, where's the harm in having the US Soldier and the DI have the same weapon?

    Sure, don't really see an issue with this.
     

    9 hours ago, CorndogCrusader said:

    Also, the fact the US Demolitions has an M60 rather than something like an M249 SAW is very confusing to me. I was told that the M249 SAW is more of a Marines thing, which is incorrect as far as I know. I did some research, and the M249 is the STANDARD LMG for the US Military. Even if it was a "Marines" thing, the Marines get new equipment after everyone else, so that logic doesn't really make sense. Surely that means that if the Marines have it, the Army guys do too?

    Don't know if the M249 exists in CW 2.0 in general, much less content packs Garnet uses. Doesn't seem super necessary.
     

    9 hours ago, CorndogCrusader said:

    The Medic (Support) also needs some sort of primary weapon or nobody will play it. Even an SMG would be preferable to just a pistol, like they currently have. I was told it's because the Support class is... well, meant to heal and be support, but even so, if a Medic only has a pistol, they are completely useless if they ever need to defend themselves. You can see it in the server. NOBODY plays Support, and wars suffer because of it. Yes, it makes sense that the Support would have a smaller weapon, but a pistol is too small, piddly and weak. They might as well have no weapon at all.

    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.
     

    10 hours ago, CorndogCrusader said:

    Also, I think there needs to be more weapons to buy permanently, like, hell, I'd buy some permanent items if there were items I was genuinely interested in, like the Honey Badger for example. I tried that weapon with credits and it was really good, I was doing a lot better with it.


    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.

     

  4. 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.




     

    • Like 3
    • Agree 1
  5. 1 hour ago, SirSmity said:

    I understand that it might sound like a Problem. At the same time with this situation, the warlead should decide to keep everyone together and try to get one out of the two objectives. 

    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.

     

    6 hours ago, Jaecob said:

     

    2) There has been a major map change in the Garnet MRP server.  This map change added a map that is around 3x bigger than the original map. This meaning that when a side has far less soldiers than the other, not only do soldiers take more time getting back to OBJ, but they also grow more impatient as they die and the war continues. This resulting in more people going AFK during war and making the war an even bigger landslide.


    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

    • Agree 1
  6. Generally speaking, if they are minging, I just shoot them. If they come back and continue to minge, I get a staff member.
     

    17 minutes ago, Reeper said:

    A way around this could be setting base recruit HP down to like 20ish, most rifles average around 30-40 DMG per shot, while SMGs are about 15-25 per shot with a faster firing rate.

    This would work well actually.

    -1 As the solutions provided by OP are not feasible, but I'm not necessarily against a change.

  7. 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.

    • Like 5
    • Friendly 1
    • Agree 1
  8. 1 hour ago, Nutter said:

    ━━━━━━━━━▼━━━━━━━━━

     

    Tickrate

    ━━━━━━━━━▲━━━━━━━━━

    The server's tickrate has been increased from 21 to 33 - this figure is unusually high for a server that frequents 80-100 players, but I believe we can make it work!

    What does this mean to the average user? hit registration will be 57% more accurate and vehicle handling as well will be 57% more predictable and manageable as well. Think the hit registration of a competitive CS:S match

    This change may require re-working some weapons, but we were overdue for that change anyways!

    I can no longer blame hitreg for me missing my shots

  9. 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).

    • Like 2
  10. 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.

    • Agree 4
  11. 12 hours ago, Theos said:

    If the AOS in bunks was changed back to KOS, would people still want MP, or is MP simply a response to that?

    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.

     

    • Haha 1
    • Informative 2
    • Agree 3
  12. Steam ID:  STEAM_0:0:48119736

    Recipient Steam ID: STEAM_0:0:48119736

    Date of Purchase: 2020-06-09 09:14:36

    Transaction ID: Used store credits, there was no transaction ID directly in this case. See below for the perk assigned to my account. This is the transaction id for the credits I believe: 3Y897382UC686104R

    Perks Missing: Titan, removed when I left the staff team (I had purchased it previously).

    Proof:

    https://imgur.com/a/1fL321p
     

    • Like 1
    • Sad 1
  13. You're staff, you don't need a formal report for this, just warn him, if you have evidence.

    If you're unsure if it's warnable, talk to a higher staff member.

     

    Honestly this seems pretty tame. Not exactly a fan of Fetn, but this is unnecessary of a forum report. Have you asked him to stop?

    1st clip is talking over bodies, which while frowned upon isn't formally against the rules.

    2nd clip is somewhat self deprecating as what I can make out appears to be "dogwater like half my MARSOC enlisted" followed by chaos.  If he did say spic, which I can't make out, maybe it's just me, then yeah, that could be warnable.

    The screenshot is banter.

     

    Agreeing with Soldier in this regard that it doesn't seem targeted with the evidence provided.

     

    • Agree 6
  14. 18 minutes ago, Garnet said:

    Really, anything that exists that is not in my possession or the possession of an admin+ is against the server rules if they operate in a way that is GG-affiliated. 

    Well the RU one was at one point, as it's owned by me. No idea who owns the US one. I was more offering that these discords are set up and have everyone in there already. Like Shrimps said earlier, TS was not a viable strategy for organization.

     

     

    • Like 1
    • Agree 4
  15. 17 minutes ago, Party said:

    Yeah ik that I’m making sure MARSOC stay active as I should 

    So in this case, how are you doing this? What makes your faction desirable to others? How would you implement these changes or give advice to other faction leaders?

    This is the thought process I used when advising/ leading factions. Not to mention when on the staff team.

     

    Is there someone in MARSOC that you trust that would uphold your values and commitment? Yes? Perhaps it's time to help another faction and bring your skills elsewhere to help the server grow. No? Pick the person who you feel closest represents these values and train them for the position.

    First thing I did as a faction leader was plan my departure.

     

    Last post on this thread unless someone needs clarification.

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