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DarkRP Server Rules (Compat Test)

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Posts posted by eye bleed cum

  1. If I'm not mistaken, the required amount of votes for unfun is based on how many people are currently on the server. I could be wrong, however, I feel like it would make more sense to make it a Yes vs. No vote, rather than just needing a certain amount of yes votes. I think a 50/50 would be unfair, and the advantage on the vote should be given to the mayor. Maybe require 65/75% yes votes against no's for it to pass? From 500 hours on the server I've never seen an unfun go through despite many people not having fun.

  2. I agree with all except for removing weapon modifier. With hoses spread throughout the map and with blood being self-obtainable, new players would be able to enchant just fine. Obviously not at the same rate as a player who can buy chems in bulk, but I feel like that goes for everything. For example, players with more money will have raiding tools, and a supply of weapons much greater than a new player; the person with more stuff will always have the advantage.  I feel like weapon modifier isn't the main issue here.

     

    I also agree with slob on the topic of god food. If you're small, you're not invincible. If you're stealthed, you're not invincible. If you have a legendary, you're not invincible. If you use god food, you are invincible. It may only last 4 seconds but you can just use another, and all it costs is a plate and some cucumbers. I feel like invincibility in any game is extremely difficult to balance, but being able to eat one after another is a bit crazy to me.

  3. There is currently a bug with the Modifier's forge where if you phys gun it, it sometimes creates a little invisible spot on the ground where if you walk over it, you get flung. From what I've noticed, this spot is usually where you originally had the forge before phys-gunning it somewhere else.

  4. I bought the goose model, it has 0 health despite smaller models having 30 or so, but that's not what this is about. It's that I can literally die while sitting in spawn. Like if I get shot/punched in spawn I DIE. My suggestion is to make that not a thing.

  5. Now that medics can no longer buy blood, there's a lot more weapon modifiers running around and pricking people on the street. Obviously you almost always die doing this, however, half the time you get shot and killed before you can even pick up the blood. The blood gets picked up by another player and then the weapon mod ends up wasting his time.

     

    If pricking dealt no damage to the enemy, the target would have no reason to kill the weapon modifier. For me, this would vastly enhance my experience playing as weapon modifier.

  6. I agree, I got 1k blood in 90 minutes as medic, i dont see that as broken since i had to spend 90m inutes sitting there grinding. and getting blood as an enchanter is a huuuge pain in the ass.

     

    Yeah, and if you got 2 blood every 30 seconds with the extractor on the dot, you would be getting 240 per hour. I can get a lot more chems than 240 in one hour. Not to mention people are gonna hoard blood until demand for it is so high that price goes up, then my job becomes more of a money sink than it already is.

  7. I'm a man who plays weapon modifier almost as much as my cc, but I never have enough blood to match how many chems I have due to the sheer amount of time and patience it takes to just sit there as medic and spam my /buydatblood bind. As I'm writing this, blood isn't a very commonly traded item, at least compared to chems, so when I advert that I'm buying chems and blood, I hardly ever get trades for blood. And after the reset, I will now have to either bring myself to 1hp, or damage another player to get blood. Bringing myself to 1hp isn't too fun, and getting killed for taking someone's blood isn't much fun either. I'm just wondering why these changes are happening, despite blood already being so painful to obtain.

     

    tl;dr modifier main salty about change

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