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PraetorDon

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Posts posted by PraetorDon

  1. Part A:

    Option C

    If I had to choose between these three, I think Option C could bring a ton of diversity that currently isn't on the server. That being said, would it be possible to add NPC "waves" for both/all sides that supplement the main player forces depending on how many/few players are online? They could be worth much less xp than normal players (if we even keep the xp system), but it would keep wars popping. I'm not sure how easy this would be from a developer perspective however.



    Part B:

    Option B

     Cover is always a good thing to have and tight cqc environments are way more friendly for newer players.  From a RP perspective, close buildings allow more tense situations than open fields and trees. You could even set up "shops" if buyable items are implemented.

     

    Part C":

    Option A

    I would keep the war system as is for now. The main issue is lack of things to do during peacetime, but peacetime activities that you've mentioned in Part E should fix this. Also, shorter peacetime mean easier to plan operations, as they don't have to last 2 hours or more. This also helps keeping enlisted focused on the actives/missions that may happen in peacetime. I wouldn't disagree with Option B either, but I prefer option A as the playerbase/staff is set up right now. 

    Part D":

    MIA.

     

    Part E:

    Add in missions, give rewards from completing missions, work with Gamemasters to create repeatable ops that contribute to a greater storyline. Anything that could be added to peacetime at the moment would be welcomed. This isn't really my strong point for providing suggestions. Maybe @Homast could elaborate on some stuff he's been working on?

     

    Part F:

    Add all of the things you mentioned if possible, I like everything there. In addition, would it be possible to add loadouts or something similar? This would allow for more diverse  styles for war and operations, as you could adjust based on the situation. There's been an idea of a point/quota system for officers in order to determine promotions, perhaps it could be extended to all ranks? This is still a work in progress, Fier and I were discussing it last week. Not sure if I should include this in this post, but tick rate is wack lately. Not sure what it was changed to,  but AR's feel extremely sluggish right now.

     

    Overall, some great ideas in here. I'd like to hear what the rest of the community thinks.

    • Like 1
    • Agree 2
  2. In-game name: PDSS GSS Psi

    Age [minimum 15 y/o]: 25

    SteamID (https://steamid.io/): STEAM_0:0:48119736

    Warns: 1 Active, Crouchjump/FailRP

    Timezone: EST

    Playtime:  PDSS GSS Psi has played for 1890:35:58.

    Do you have access to TeamSpeak and a microphone?: Yes

    Do you have the ability to record Garry's Mod videos?: Yes

    What administrator recommended you to apply?: N/A

    Past experiences as staff: Former GG MRP Staff. Many, many hours of discord/twitch moderation experience, community management experience in various positions, professional project management experience. A specific project I led with the development of an inventory sorting system for a department at my previous employer, I was involved in all aspects of the project from the initial planning, to the post project meetings.

    How do you plan on benefiting our server?: 

    I've noticed lately that there are a lack of Staff online during Peak and non-peak both. Those of you that know me know that when I was formally staff and leader of GRU, I contributed a great deal to the leadership of Russia and the overall organization of the country as a whole. In addition, I worked closely with  executives in order to bring the server up to a standard I thought was reasonable. If I am  accepted I will continue my efforts to bring the server standard back to a level greater than we were back on Charharikar/Echo v1. To say I'm not happy with the current state of things would be an understatement.

    As I mentioned in my previous application in November, I believe in the analogy of an iron fist in a soft glove, that is to say being stern but fair. I've always made it a primary intention to be involved in every faction to some extent as to ensure every faction is equally represented on the server. This includes the war factions and the factions that wish to do RP, both passive and non-passive. I also believe most massing and intentional rule-breaking is the result of boredom during peacetime. If I were accepted I would work with faction leaders in order to figure out why this is going on and then work with the higher-up staff in order to implement some sort of quota system to make sure new players are having a good experience. I've already discussed this in some degree with other members of the community.

    For example, each officer would be rated on a scale of points what's an arbitrary number of 100 points. Each training from you and listed would be worth two points but it would need to be documented and submitted. Specifically this category could also apply to enlisted who need to meet quotas to be promoted in order to be promoted to officer ranks. Tryouts and trainings would be worth an arbitrary number of points, for this argument let's say five points. Any additional point values could be assigned by Executives and/or base faction leaders, to determine what officers are actually contributing to the faction they play on and which ones are just sitting on the rank. Not achieving a certain number of points could be grounds or demotion or removal, maintaining a set number of points what allow you to keep your rank but not be promoted, exceeding an arbitrary value say 80 points would allow for promotions normally. Officers that greatly exceed the maximum cap of a hundred points could be allowed, with management approval and faction leader approval, to be double promoted based on outstanding leadership qualities. This way we prevent officers that have no right being officers and being in the position they're in and improve the server is a whole. 

    Overall, I think I would be able to assist the server greatly in both moderation and the betterment of Garnet Gaming MRP as a whole. Thanks for reading.


    Have you ever been banned or punished on GG MRP?: Other than warns, no.

    Have you made any previous applications, If so when?: Yes, one back in November 2019:


    How much time do you have to contribute to the role?: Weekdays: 3-4 hours, generally during peak hours. Weekends: 8+ hours.

     

    I'd like to thank Phantom for inspiring me to make this, I thought a lot about what you said the other day, thanks for the words of wisdom.

  3. +1, fall damage will need to be fixed if this is implemented though. As much as I'd love to see the GRU Airsquad make a return, that's not healthy gameplay.

    I do however want to see the interactions between this, boxes and prox mines, should be exciting.

    • Agree 1
  4. 2 hours ago, shrimp said:

    Unfortunately, I’ve been getting the play-by-play of the server since I left because some of you just don’t know how to leave me alone. That being said, fuck you, I am up to date.

    Here’s what I would do to fix the server, now that I’ve been name-dropped and requested to comment:

    Step I - Burn It.

    For all you stubborn skids who are so attached to some ideal form of the server than any change in any direction other than what your own personal vision is that you’d rather push down any other attempt to change and take steps directly backwards, stop.

    Take a second look at the situation the server is currently, and it might eventually occur to some of you that this is an opportunity to break free of all the old ways of the community and turn it into something way better, to learn from the mistakes we made in the past and finally put together something good, something that will persist on an uphill slope, as opposed to the long-running downward spiral that’s been prevalent over that past few years.

    The natural (natural as in ‘without intervention’) state of the server has always been a shitshow. It needs constant maintenance and oversight to run properly and stay healthy, regardless of the core server mechanics being entirely automated. The openness of the server leaves much to be desired, when it’s the responsibility of the user to come up with the content, or lack of content therein.

    Point is; the server isn’t sustainable, and never really was. Things naturally just go to shit, and they go to shit a lot faster as of late due to the general subconscious of the community being a lot more resistant to change.

    That being said, it’s time to burn it all down and start fresh. The benefits of doing so are as follows:

     

    • The arguments in favor of donor advantages will be a lot harder to back due to it being a different server, which presents an opportunity to get rid of a lot of unfavorable donor perks with minimal backlash.
       

    • The server can be rebuilt without preconceived notions or god-forsaken nostalgia. The community will benefit from this because they won’t be able to argue for reimplementing silly old features that typically aren’t as good as they remember them. No more running in circles and not really getting anywhere.
       

    • We can really and truly learn from our mistakes and have an opportunity to abandon systems that don’t or didn’t work in the past with little to no repercussions. I’d like to reiterate that it’s a new server, where none of the shit from “MRP” as we know it applies. 

     

    Step II - Foundations.

    If we even get this far, as in if Garnet decides he even wants to reopen a server after taking down MRP, let’s talk codebases.

    As of now, GG MRP runs on a modified DarkRP codebase, with D3A running as the administrative plug-in. Tally up the workshop content, sprinkle on the custom lua for good luck, and that’s effectively the server. In my opinion (Garnet will hate this), there’s not enough content on the server for it to be successful today. There’s (including the war system) not really much that makes GG special that the most basic of players can see at the surface level. I made this a huge point in the other massive document I made (was making) a while back, and the fact of the matter is the server has no depth. Once you log onto the server for the first time, it isn’t long before you’ve seen all the is to see, and it’s kind of always been like that, except once upon a time it was a bit more difficult to get to the top, but once you’ve been to the top, the server loses all its charm and you end up a forum lurker like me. The server’s depth now is in its politics, not its content. This is both bad and good for business. Drama keeps users engaged in the discussion, but it also is hyper non-conducive to the new player experience, hampering growth like you wouldn’t believe. Blame managers, blame staff, blame whoever, but that trend alone is single-handedly responsible for the situation we’re in now. Nobody wants to join a community where they’re immediately expected to pick a side, both literally and figuratively.

    This raises the question; how are we supposed to detract from the pointless bickering about the state of the server?

    Well, it’s actually quite easy in my experience. Improve the state of said server. Convolute and absolutely maximize the server itself so that 90% of players feel engaged enough to play and enjoy and be passionate about the server, but overwhelmed enough by it to not have the confidence to openly speak on it without looking like an idiot.

    Okay, so where do we start? Easy. Nutscript (or Helix, which is way less janky). NS allows for a much more medium-high RP oriented framework that will allow for just that; RP. As it stands, the server peaks at low RP, and is otherwise entirely without it. Going from the ground up would really allow for roleplay in the server to be totally fleshed out and structured into an experience that is enjoyable for new and old players alike, one that is always rewarding players for their time and effort with quality roleplay. This is the kind of RP server that is able to sustain itself, as the players are always experiencing a unique scenario that isn’t carefully pieced together by a staff team. Right now, we’ve got TDM with extra steps, and, while automated, each war is not much unlike the one before or the one after. There are zero dynamics. The only changing element is the people, which is entirely OOC and the rapidly depleting playerbase really shouldn’t be a core “feature” of the server.

    Step III - Building Blocks.

    So we have nutscript, a very versatile framework that opens up a lot of options for how the server operates at a core level. The second step is to throw the idea of “war” out the window. It’s really, really bad to have an RP server that isn’t oriented around RP, but rather combat, especially if it’s on a shitty platform (ergo gMod). You’re not going to place very well in trying to recreate a high performance shooter in an engine less stable than Kendal’s mental state when you’re going up against literally any other game. Seriously, just pick one, and it’s probably better.

    That being said, the reason people play these types of shitty outdated games (gMod, SS13, , GTAIV, etc) is for the unique experiences that can be had on these niche ass servers. Finding a niche to stand out in is how any gMod server becomes successful nowadays. In my time away from GG, I was able to take a look at a lot of smaller communities that had experienced rapid growth and were operating servers pushing 100 players on average over the course of a day. These servers were able to draw in crowds in gMod in the year 2020 not by doing anything better (fuck no), but by doing something different.

    The common argument that I see (and one that I’ve even made) is that the timed war system is the thing that makes us unique, but at the end of the day, it’s really not that much of a difference from any of our direct competitors. In fact, it actually hampers us quite a bit. We really have to ask the question, how different is GG from, let’s say for the sake of argument, Icefuse? The answer; not much. Similar structure, similar faction operation, similar meandering gameplay, and identical circlejerking. With that, there’s no way we could just change the war system and expect to compete with another behemoth like IFN on their own turf. It’s just not viable, and we’ll probably just end up attracting a player base composed of (get this) Icefuse rejects.

    So fuck all that, let’s actually do something different. Something that will really set us apart.

    “Okay shrimp dick, where do we start?”

    We start with the core features. The systems that are going to launch the server into the stratosphere. The things that are proven to work elsewhere, and keep players coming back, while creating an authentic and borderline addictive experience. Here’s what I have in mind, based on my experience and analysis of popular trends:

     

    • Economy

      • WIth Nutscript, items and inventories and kind of a focus, where anything from weapons to armor to 7” dildos are traded among players for money or other items, and economies are typically established based on certain standards.

        With an economy, players are given a seemingly endless amount of options to pursue and avenues of gameplay to explore, as well as enjoy increased interactivity and (y’all ain’t gonna believe it) RP. For instance, taking full advantage of the CW system and creating weapons with retextured variants with different stats, attachments and rarity and using bodygroups to create armor types and so on. Players can be rewarded with a chance at rare loot for successfully completing an RP event (not fucking hide and seek or some shit), encouraging them to participate, and actually giving value to money. Donator perks would then be reoriented around the economy and items therein to make it more conducive to the system in play.

        With the below logistics systems, players could be rewarded for doing their chores on base, acting as medical staff, cooks, guards, etc. Passive RP roles that allow players to earn money for use in the economy

         

    • Logistics

      • Part of any good military RP is the logistics at play during an operation, or just in general gameplay. A way to dramatically slow down the pace of gameplay and make it much, much more satisfying is by introducing mechanics that not only tell the player to value their life, but actually make the player suffer for acting recklessly. Systems we currently have in place that wouldn’t properly transfer to nutscript anyways, like medics spawning with medkits that they usually just use on themselves, or ammo crates that just sit in the base that are a source of infinite ammo, or the lives of the very troops that are fighting the battle. All of it, really, should be limited in a sense, so that players are more cognizant of what they’re doing, and more afraid to stand on top of a sand dune flailing around a .338 while twitching like a crack addict.

        A more complicated player experience is often more rewarding in the RP context, in fact, only in the RP context, which is what we’re trying to do here.

         

    • Factions

      • Factions would really and truly need to be entirely restructured to be more complimentary to playing at the squad level (similar to how SWRP is done, but less gay and built for PvP). I’m not going to get into the specifics of even what countries would be on a server like this (another opportunity to get freaky) because we’re not there yet, so don’t even try to ask what factions would constitute factions here, but let me outline the basic premise.

        The core of the faction is the base or FOB. Each base, 2 or more, should be the primary hub for RP for a faction (on the country level).

        The way whitelists work in nutscript is a little bit different than DarkRP. In DarkRP, one player can play multiple jobs by opening the F4 menu and selecting one they have access to. In nutscript, there is no F4 menu. Each character (players can have multiple characters) can only have one whitelist. The whitelists themselves work differently, in that a faction doesn’t necessarily have multiple whitelists to give out (typically a member and officer whitelist). There aren’t classes, and any player can effectively have any loadout available to them so long as they are able to acquire what they need to fulfill a certain role. That being said, there’s actually a point to have a ton of different factions, that might have access to different things between them. For instance, a special forces group’s quartermaster will be able to distribute a higher grade of basic weapons and armor than the average infantry unit, and different special forces group’s may have “equipment” entirely unique to them that gives them a tactical advantage in certain situations, allowing for strategy and more RP.

        With our current system, it’s better to have less factions, and more people in each faction so that each faction is seen as active. In nutscript, it’s actually better to have more factions, so that when a rarely seen faction flags up, it intrigues even a regular player. This is called depth, and it’s something we need to maintain the longevity of a server. With nutscript, only Superadmins (typically) can even find a list of flags to indicate all the factions on the server, as there isn’t an F4 menu to scroll through. With that, nobody can really point fingers on activity, because everyone would be talking out of their ass. Having all these small factions popping in every now and then to compliment the larger bulk of the server allows for some really interesting cooperation, engagement, and RP. These factions have their quartermasters, which are vendor NPCs that distribute basic items in exchange for money (ammo, first aid kits, etc).

         

    • Combat

      • Combat is last on this list for a reason. It should be there, of course, to compliment the economy and make a use for all the shiny toys players work for, but it shouldn’t be the primary focus, for reasons stated above. Combat should be regulated, and made to happen in scenarios that make sense, and should mostly be centered around the acquisition and control of supplies that bases would need to function properly (See: Logistics). Combat should not be frequent enough that players are able to get frustrated at all the flaws inherent to gMod, but enough to satisfy that bloodlust that landed most people on a military server. Let the RP happen, and let the GMs push it in a direction that makes it fun for everyone. Trust me when I say, the amount of effort that goes into making RP happen is proportional to the enjoyment everyone gets out. 


    Step IV - Bureaucracy.

    The chain of command in a present GG MRP is actually a joke. The O-11, the de facto leader of each country, is legitimately never treated like it. Most of the players on the server hardly acknowledge rank outside of their own subfaction, which really just promotes minging at the end of the day, but let's not go there.

    The O-11 position has been historically undesirable because it’s a lot of work, an entry faction, and pretty much a worthless position for anybody competent enough to do it. If the desirability of holding a position like “Leader of Half the Server”, players will strive for it, and that is accomplished by giving the position more power, jurisdiction, and responsibility. A faction’s (country level) leader in the nutscript mockup would have full control over the issuing and assignment of mission, handling of the budget where money actually matters (no need for that budget system I suggested with G4S in nutscript, by the way), and the highest paycheck. From there, the chain of command just goes downward. Subfaction commanders submit their requests and receive a portion of the budget to carry out their duties and are free to manage it as such (squandering it will obviously have consequences, stealing it will have more consequences). It’s important.

    Now that I’m looking at this, I think this is a lot more similar to GG back when it was USvRUvAFGvUK than it is now. lol 

    With a few issues, that I would accept due to the overall idea, I actually agree with this.

    I will say, there will definitely be backlash if donors are gotten rid of, but gotta rip that band-aid off sometime, right?

     

    The main issue is the amount of dev time that would need to be put into this and the complexity of the programming required also seems high. I'd like to hear Garnet's thoughts on this specifically.

     

    My personal opinion, is RP for the sake of RP never works with randoms, what you've done here is turned RP into something that has gameplay value, which I can agree with.

     

    Overall, seems very interesting, but the probability of it being implemented from just the development perspective, not even the community perspective, doesn't seem particularly high. Hopefully I'm wrong..

    • Like 2
  5. 19 minutes ago, Garnet said:

    No, unfortunately I genuinely do not have enough time to play myself any longer, but this is why I appoint managers who have the option of being on a paid role to literally keep the servers’ logistics in check. Currently I am not in contact with most if not all the current staff team members, and I’m mostly in the blue. We can either make a change in hopes to fix things, or simply ride this out with the potential of the sever dying. I don’t have anybody I can appoint who would magically fix things 

    I messaged you on steam with some comments that I didn't want to post publicly, let me know what you think.

  6. I honestly don't see this working very well. 

    The main issues that MRP faces are mainly internal, i.e. staff and officers. I don't want to sound rude, but have you been playing on the server on an alt or anything? Again, it's not easy to tell this from an outsiders perspective.

    I know a while back the idea of a progression system for wars was tossed around. For example, perks and class load-outs that you would unlocked as you leveled up, similar to Modern Warfare. I think a lot of people would like to see this, but I'm not sure if you'd be up to this level of a project.

    The discussion and enforcement of RP is what split the community before, and is a small reason why we're in the state we're in. It's been a war server for a very long time, we should cater to that. Homast has made some sweet suggestions on how to balance weapons and is working on some RP events too I believe @Homast

    I'm having some difficulty putting what I want say in writing, so if you want to talk about it in ts or something, let me know.

    • Like 2
    • Agree 3
  7. I'm unable to edit my post with the quote, (on mobile, lol).]

     

    9 hours ago, Moabkilr45 said:

    While I understand Sims and tryouts are up to the officers of 2GA & Army, The thing is with 2GA, Our officers are either demotivated, burnt out, just bored of the server or inactive; And as for Army, I can't speak on their behave because I don't go over there. Their is only so much we can do during peacetime that eventually we would have done what can be done and it just gets boring, and enlisted members on both sides can only entertain themselves for so long that they either leave or Mass RDM.

    Then those officers need to resign/be removed. Your job as Marshal is to ensure 2GA officers are doing their jobs. When I got burnt out from leading GRU, I didn't half-ass lead my faction and watch it die, I left. In addition, I had officers resign because they couldn't meet my (high) activity requirements, it happens.

    • Like 1
  8. So I'll just post some of my thoughts here. MRP only, because I've only been on SWRP once.

    When it comes to staff, for six days in a row now, there's been someone massing/minging/breaking rules, and there have been zero staff on to deal with it, There are plenty of staff AFK however. It's become a meme among some of the active players on that current situation, and Saturday night for instance, in what should have been peak hours, six 11B's of varying ranks kept massing each other in base because a) no ru were online, b) no army officers were online, c) no staff were online. The amount of times in the last few weeks alone I've switched on to US Army : General/ RFR/DI to take whitelists is obscene. That being said, Jim should be addressing it in the next staff meeting.

    I also believe that those who are putting in a ton of effort besides sits, are not rewarded for said effort. This can be said for catching cheaters, creating engaging rp, etc. This has been an issue since back when I was staff, being told that a few staff members including myself couldn't be double promo'd for a missed promotion, but then watching a month later when someone was double promo'd twice in a row. Not the fault of the staff member who was double promo''d, just inconsistency in the team. Take it for what you will.

    Onto my next topic: base factions.

    11B: I've seen an increase in activity over the last few days, especially with your WO's. They've been doing sims/tryouts, and I haven't seen too many recruits going untrained for over 15 minutes. Keep up the good work. One point I want to make though, I was at some Army Sims at Company yesterday evening. They showed the enlisted where to cover corners and how to peak and fire (and how to break their model by crouching in corners, but a still target is an easier target), I would have liked to see some actual sims between the two groups rather than just a demonstration of where to stay. Other than that, I like the improvements.

    2GA: Going to be perfectly honest, you guys are killing me and other RU SOC. I've seen, and been around for, Soldier, a formal Marshall and currently an officer in PDSS, training 60-70% of your new recruits, only for them to leave because there's no officers on to do anything. While it's fine for RU SOC to train, Soldier shouldn't be doing it as much as he is. You might know this, I blew up on you guys Saturday,  which is not like me. I'm really not sure why the activity of 2GA officers has dipped so much lately, so if you could enlighten us, that would be great. With that in mind, myself and a few other members of RU SOC have been granted permission by Management to hold Marksman and Demolition Tryouts, in addition to doing sims for 2GA. This is still being worked on, and was brought up last night, so I thought I'd include it.

    tl;dr Base faction leadership is lacking, and changes need to be made.

     

    Map/War Balance: Taiga is fairly balanced, and base camping is really only an issue because the most active factions on the server right now are RU SOC factions, feel free to disagree with me. If all SOC, both US and RU were equally active, the problem would go way down. If US Army is getting destroyed by RU SOC, than US SOC needs to get on and be active to stop that from happening.

     

    I'm just going to touch on the structural/dire issues that need fixing, reserves/roleplay/other stuff is being handled or should be its own separate thread.

    • Agree 3
  9.  

    4 hours ago, Josh Martin said:

     

    5.  We could try shorting the peace time down a little because I hear a lot of players complain about how they have to wait an hour for war but I tell them it’s so higher up can host tryouts and a bunch of stuff.

     

    There was an idea of shortening peacetime down to between 30-45 minutes. Only issue that we saw is Tryouts and peacetime activities. That being said, they could be split up into two peacetimes without too much issue. That'd be up to Garnet to implement in the current war system. Honestly, it'd be better if base faction officers were to give their enlisted something to do during peacetime. It didn't used to be like this, people stayed on, there were always tryouts or sims going on.

    Case in point, enlisted were literally going to each-others bases yesterday to mass because they had nothing to do.

     

    4 hours ago, Josh Martin said:

    5.  We could try shorting the peace time down a little because I hear a lot of players complain about how they have to wait an hour for war but I tell them it’s so higher up can host tryouts and a bunch of stuff.

     

    6.  Have players earn stuff when they level up like in game cash or something like that

     

    Having a cash shop (or expanded vending machine) would be a good way to sink cash into things, right now the only purpose for cash is prestige tokens and duels. What would you add to a cash shop if one was implemented?

     

    Everything else has been covered by Huskaii.

     

  10.  

    1 hour ago, Sim_One said:

    The reason I made this ban appeal was that when I was helping Garnet make an anti-cheat, that he never implemented, he told me that I should make an appeal in the future and right now I believe that the MRP server needs as much help as it can get.

    Not to start an argument, but I believe Pencil was unbanned for the exact same reason.

    I'd like to hear Garnet's thoughts on this though.

     

    +1 with this in mind.

    • Disagree 3
    • Agree 2
  11. Revert them back to Jim's Guideline Doc on reserves. It prevented them from being handled out liberally, but was still fair in how they were handed out.

    I feel like the management team is aware of the active MRP community's opinion on reserves from the other threads.

     

    +1

    • Like 1
    • 300 IQ 1
    • Agree 2
  12. Normally, I would -1, because I honestly don't know who you are. Don't take it personally.

    That being said, these aren't normal times. Based on your application, and in particular the statement below, I think the staff team could use you.

    6 hours ago, Josh Martin said:

    I am well familiar with the rules of the server as well and I check it nearly every week for changes. If I don't know what to do I will search for someone who knows until the situation is resolved.

    This shows a willingness to learn and adapt, something that is required in any leadership position.

    All this being said, I strongly suggest you swap and play a few wars and get to know RU, because as staff, you'll be dealing with them too.

    +1

     

    • Agree 1
  13. I feel that this post has a lot more due to you being removed from KST, rather than "perceived issues."


    I've been on RU, sure there are some whisperings at mass promo, but at least Miller's trying to leave 2GA in a stable state before he leaves. I will give you that there are some issues, but they're not as bad as you're making them out to be.

    Say staff steps in, and removes all these officers, who would replace them?

    Another example of complaining, without a proposed fix to the perceived problem, this case being 2GA leadership.

     

    Edit: If you were removed for speaking your mind, then that sucks, prove them wrong and help out Army. If not, 😑

    • Like 2
    • Disagree 2
    • Agree 2
  14. 1 hour ago, Homast said:

    thanks!
    for the first one, that was actually kind of my inspiration.

    Skateboard Logos Pics Archive | Skateboard logo, Surf logo, Skate ...

    The Diamond Skate brand aesthetic was one I really liked way back when I made this, maybe 2-3 years ago.
    Diamond Supply Co. Canada | SK8 Clothing Canada

    things like these.

    for the new one though, I wanted to actually use the Garnet Gaming Logo, so that it would be something people recognize.

    Still needs to appeal to the weeb demographic.

    7DNdXy4.png

    • Like 1
  15. +1
     

    Like it or not, US is having issues in war. I've gone on as a PVT and attempted to give newer privates and players flank routes and tips. Naturally, they don't listen. Rank is a powerful motivator.

    A lot of older players also have reserves in US SOC factions, so they can help out there too. From discussions in OOC today, most people want to see reserves return, within reason.

     

    For Garnet, I know you and Aidan decided to remove reserves. But for the arguments made for that aren't valid. There's still no progression system, people want to go to the faction their friends are in, and it will always be like that.

    • Like 1
    • Agree 3
  16. 4 minutes ago, Gythem said:

    I would say the original Echo did quite well and I've heard from various players that they like that map. The second version of Echo however was disliked because the only routes you could practically take were through valleys unlike going on top of mountains. Obviously it could use a little touch-up to prevent people from getting on the two mountains by the boardwalk, but other than that I think the original Echo was pretty good.

    Anyway +1 to Taiga, from what I've heard it is like Chaharikar but revamped, I personally have never played it so I'm down to play something new.

    The problems with original Echo were the awful fps, and the bridge cap being janky. Even with a powerful computer, the frames were terrible.

    The bridge cap was fixed to be village, which was great. I actually liked the map design of Echo v1: good flank routes, harder to basecamp, but it wasn't worth the frame drops.

  17. I feel you with this. I was getting behind in my school projects and work right when I resigned from staff and the server in general. Take a break, stay in touch with people, get your work done, then come back and just vibe with your friends. 

    Learn from the experiences you had as Manager and try to apply some of the lessons you learned down the road, (also put this as leadership experience on your resume Pogchamp).

    The server is fun to play on when you have no responsibilities nor dedication to one specific faction.

    Best of luck man!

    • Like 1
  18. So the fixes you're proposing are: get more admins, get more staff in general, make a RUST only discord server. This is a start I suppose. 

    Garnet's been trying to find a manager for Rust, but for one reason or another it hasn't worked out. While Garnet does have a lot on his plate, you can't expect him to just pick some random person to be manager. Most Managers have had to work their way up through the chain, Rust is a special case.

    I don't play Rust, although I have been on the Garnet Rust servers a time or two. I think Chewy was a great pick for Manager, and  I am disappointed it didn't work out. 

    The question remains: Who would you currently put as the Manager of the Rust servers?

  19. The shotgun going to 11B has already been denied. Also I believe it's on the US Army Donor class.
     

     

    Here's a comprehensive post on the basecamping issue, made by myself.
     

    TL;DR The issue isn't basecamping, it's a player skill/training issue.

    Also, 2GA rarely pushes up to the base, it's mainly RU SOC. That's how RU have operated in the past, SOC pushes up, 2GA holds the obj. US used to do the exact same thing, and probably still would if the situation was reversed.  It's a game, people are going to push every competitive advantage they can.

    I've already made most of my points on that other thread, so I'll leave it at that.

     

    As for the weapon re-balancing, both LMG's and DMR's are fairly weak. Fixing the 2GA marksmen rifle and the US demo LMG are things that definitely need to happen.

  20. So basically, I wanted to prove a point here. At the end of the day, adding a base line, or more terrain would fix the issue on this map, but only this map.
     

    Feel free to disagree with me if you want.

    Basecamping issues, among other things, aren't because of one specific map.

    What allows RU SOC and 2GA to dominate map after map? It happened on Echo, it happened on Charharikar, and it's happening on Delta. To put it bluntly, It's player skill.

    I can't speak for current RU, but as I know some of the people in RU SOC, I'm fairly sure they're doing what I and other RU leaders used to do. 

    Tell the base factions about simple telescopics, about third person peeking, do sims with them, give the base factions the tools and leadership they need to succeed. Start scouting promising members, put the effort in. If you're not getting people in your faction, or people are leaving US, then evaluate what the issues are.

    In the last community meeting, there was a good deal of talking about "getting through the lower playercount and difficulty" with inspirational words. While admirable, that doesn't fix the issues that are currently occurring. Let actions speak louder than words.

    Management shouldn't have to get involved in this. It should be a player led change.

    • Like 2
  21. 6 hours ago, Coyotee said:

    The player count on 2016 desert was always was 80-MAX and the base camping was WAY worse but no one really mass complained like right now.

    I dont understand why this has became such an issue to people, this has been around for ages and now all of a sudden everyone is going crazy (my guess is its because the past maps didnt have base camping that much so its new to alot of people), although i do have a one sided opinion since RU is 95% of the time not on the receiving end but i think this problem shouldnt be this blown out of proportion.

     

    4 hours ago, Jared Cox said:

    To me I think it’s natural for RU to play in a basecamp style to win wars when you’re completely dominating US. Yes it’s pretty annoying from my perspective in US but that’s really all it is: just an annoyance. If it’s not breaking the rules I don’t really care what the plan of action is in war. If you want to basecamp the enemy team to completely dominate and dismantle the morale of the people you’re beating to a pulp, I think that’s a smart tactic.

    I don’t think this is a huge issue that we need to “fix” but rather during war, find ways to somehow beat base camping, or simply not allow the enemy team to basecamp in the first place.

     

    4 hours ago, Flak said:

    Not necessarily just an RU play style, US used to be able to do it too way back. both RU and US will basecamp as soon as they get the chance to as even on this map, i have still seen US basecamping during wars 

     

    I love how you said this. I think the way to overcome this is really just adapting and learning where people usually play (for ex. coyote behind coyote rock) and learn how to counter their spot / play style while holding trainings so everyone knows how to flank around and be weary of these spots 

     

    Also i’m going to just go ahead and say the same thing coyote did here, i am not on the receiving end of basecamping very often but i do think that this is blown out of proportion and US are just complaining instead of learning and adapting 

    So, the issue seems to be player skill then? So would you guys like to / like to see skilled players on both sides teaching newer players how to play the game?

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