yeeto
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Everything posted by yeeto
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The majority of the map doesn't get used. The strip club area is useless. The sewers is mainly used for basing and is way too big. I would like to see sewers to be used as a method of transportation around the map (simple "tunnels" that go from point A to point B - obviously with a lot of detail, looking like a sewer - this would make the sewer lord a lot more dangerous). There are approximately 81 guns that all have different, varying stats (not including reskins). The majority of the guns feel VERY similiar. The majority of the guns are also terrible. The less guns you have, the more unique they feel in terms of gameplay. The easier it is to balance. There shouldn't be a "This IS the best gun". It should be based on preference, that being said - the MP5 vs P90 - p90 should have a faster fire rate and more ammo. MP5 would have less ammo, higher damage and accuracy. At that point, it comes to preference. The less guns you have - the less downloads as well. There are probably 40-50 different variations of the CSS knife. They serve no purpose other than as a filler item. There is NO reason to use them. It's extra shit you have to download. As for removing the PD jobs - I do not mean gabe, fantasma, or any of those specialized "unique jobs". There is no reason to have "Swat Sniper" "Swat Medic" "Swat Leader" "CP Commander" "Swat Demo" etc. If you were to choose between a normal CP or a Swat person - who would you pick? There is no restriction on who you pick - thus, players pick the better job. Making people choose the default CP more often by choice - promotes more role play. If someone wants to play as a sniper, they buy a weapon from the gun dealer, etc. Also, having less content is usually better. Less load time, less download time for new players.
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I would like a new version of the map to be made - which would be a compact map. I prefer V1 to the this map, but I do like the changes to industrial, etc. I would like to see the overall changes to the map - remove the strip club area, reduce the size of sewers massively (rework slums - no major changes have been made to this). Add a new spawn area (with possible portals - not attached to the map, think like admin land) to certain parts of the map. You would not be able to re-enter spawn once you leave. Spawn would have the standard NPCS (Gang, CC maker / editor, general, VIP). This allows the current spawn area to be revamped and used. All the reworked areas of the map are currently good (That were originally part of downtown). I would like to see the divider between the two sections of the beach removed. Either revert king to make him the way he was before, or revamp the entire king area (add actual buildings and such, small town, etc). Then add an admin area that is relatively blank with cells (to bring people in for sits - think combine jail cell). Add an in game "staff meeting room". Bank manager needs to go back to the way he was or be reworked. Instead of changing to V1 - just block off parts of the map that no one uses. The majority of the guns should be removed. The more guns you have, the more you have to balance. The more guns you have, the more similiar they are. There should be.. Gun Archetypes - aka: Shotgun, Rifle, DMR, Auto Sniper, Bolt Sniper, Auto shotgun, etc. That being said, have 2-3 versions of each gun type - for bolt we can have WZ, Awp, M24 - each version has different stats but is relatively the same. That way none is "the best" it's personal choice. This also reduces downloads for the player. I would like to see the CSS knives removed. It's a useless download. I would like to see all movement sweps removed - it does remove from roleplay. Alternatively, remove them from CC's and add other ways of getting them. Limit the amount of CC items a player can buy. For example - if you create a new CC, you have the option to buy that CC a custom model, a custom weapon, etc. To buy another custom model, etc - you need to buy another CC slot. This prevents players from having a shit ton of fucking CC content that doesn't get used ( north bear) - not to mention - if you have enough CC items, you fuck up the economy by being the richest player in the server. Revamp master stalker - give him a disguise swep and make him have to stare directly at the player to damage. This truly creates a "stalking" experience. You don't know who it is. Find out. Remove the majority of the police jobs. They are mostly reskins. Remove the "PD Bank". Add a PD Weapons Locker (somewhere as an addon) - when raided, you get random weapon shipments. Police get to take weapons from the vault to use.
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There is already one in the sewers.
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I think that having lower amount of props + removing the one way props would make basing way better (remove C4's and such but keep things like the blow torch). People would have to be more creative and actually make sight lines to kill people - or even make a way behind the person that they don't know about to kill them.
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Yes - CC's have been nerfed. I'm not saying CC's are overpowered - they are inherently better and stronger. The point is that a lot of people have access to a CC now. New people see that and see it - "oh, that custom CC gun is overpowered, etc". That's just the inherit thought. It isn't overpowered - it appears overpowered. Perception is reality. The server was better when people had more freedom to do what they want. I still like it when kidnapping wasn't KOS to everyone. I think the economy, CC's, basing, and the map need to be given a hard look. If CC's never existed on the server, or existed with very severe restrictions - I think the server would be in a much better spot. I think reverting back to the old king / banker would be good. I think having a smaller (but updated) map would be better. Here's an example of why having a smaller map would be better (not the exact same situation, but relatable) - in World of Warcraft with all the expansions - if you go back to the older zones - it's dead. Everyone is playing the new content, in the new zone. It's kind of the opposite with downtown. Downtown is a classic, nostalgic map. People play in the classic areas. A lot of servers use a modify downtown map - this server isn't any different. Cut the content no one uses and polish the places people do use. I think keeping the sewers as a way to travel (much smaller sewers) to other places of downtown would be better with limited basing options.
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When the old map was on last year - the server seemed to be decent and around october the staff at the time was kind of poopy. The map was a lot smaller and basing was more popular then. You saw players and had more interactions because everything was closer. The king was (imo) better before the rework, even though the rework is pretty heckin cool. The bank job saw a lot more use back then too. Basing isn't as popular as it used to be anymore and the map is bigger now. The newer parts of the map (sewer, strip club area) do not see much action. I believe if the map was cut back down to what it was before (with the updated changes) it would be better. I would like to see the forest area kept in. The server is more strict then what it used to be and the player base (community) has changed. Now it's mostly filled with weeb models and people spamming "MINEEE DIAMONDS". The majority of the server seems to have access to a CC and CC's are still confused to be more powerful (they are, in a way). The gang update was good - but it just added another form of progression. I would like to see legitimate gang vs gang that would add more of a PvP / rivalry aspect to the server. Gang sizes should be capped as the majority of the people are in a few gangs with smaller gangs having friends only. Basing is extremely overpowered if you get a good spot that requires multiple C4's to take out. A new player has no chance against a big base. Alternatively, raiding is also easy because in most spots one C4 can take out the entire base. The majority (the regulars) of the people play on the server for the CC aspect - which is cool. The people who play "just for CC's" only work on making money and getting weeb models (north bear). People with vast amounts of CC content can just keep creating content and break the economy. Anyone who is new comes in and sees the high price of CC's feels like it is unobtainable and overpowered. The new people are just expecting to roleplay as a gun dealer / hitman (probably the more popular jobs on another server) see that CC's spawn with guns and can be hired as a hitman - thus, reducing roleplay. Kidnapping is cool but it is inherently toxic when you have every CC with a bludgeon knocking people out for "the lulz". There are a lot of reasons players could be lost. The only thing you can do is look at what the server was before - and what it is now and try to figure out why it worked then and why it doesn't work now.
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A Thread about Kidnapping (Why I think it should be changed).
yeeto replied to Ya boi Xenu's topic in Discussion
I agree with the civilian phone as well - but that's if the PD will do anything. -
A Thread about Kidnapping (Why I think it should be changed).
yeeto replied to Ya boi Xenu's topic in Discussion
The hidden lockpick shouldn't be an issue. A player should not be forced to sit out of playing the server for a few minutes "just because" you wanted to. Being kidnapped is extremely obnoxious. I'm sure there could be a weapon checker for the kidnapper or something - so they can strip the lockpick on the person if they actually check. The player has to craft the hidden lockpick every life, every time they join the server - it doesn't store in the inventory. I am sure the crafting cost could be higher - or maybe make a material that you can only get by fishing so it isn't as prevalent. And you can still use adren while kidnapping for the speed boost. I would like to see an attempted kidnap only be kos to the parties involved (kidnapper and victim). -
A Thread about Kidnapping (Why I think it should be changed).
yeeto replied to Ya boi Xenu's topic in Discussion
I'd like to see SOME change to kidnapping. I'd rather see it removed from CC's entirely, but now that we have custom bludgeons - that won't happen. The idea of removing the bludgeon if you have a movement swep seems like a pretty good change. I think there should be some implementation of a way to break out. I think it should be something that you can craft - that way everyone has access to it. For example Hidden Lockpick - Only received when you are knocked out. Unlocks doors / fading doors 25% faster when you have been kidnapped. Crafting cost could be like 2 wood and 5 ore. It is automatically used upon crafting and is lost upon death - that way you can't stockpile them in your inventory. It wouldn't be fair to kidnappers when everyone has a stack of 100 and they just get out. Also you run into the issue where - yes, you escaped - but you don't have any items. There should be an NPC by the beach and PD that will unkidnap you once you escaped. This also prevents people randomly kidnapping people in the streets and having to get killed to get their stuff back. -
Would love to know what stats are incorrect since I spent a couple days on that. The damage, magazine values, and recoil were taking straight from the gun stats themselves. Unless sugar has changed everything, it's right.
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I'd rather see the events added into the normal events. I think we need to figure out a way to increase player amount in the events because almost none of them get started. Maybe add XP rewards for winning / participating in an event?
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Wasn't sure what it was, I will remove it.
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Weapon List Above is a google doc links to an updated weapon list. I made this yesterday, so everything is accurate. It does not have any guns you cannot buy from the supplier. Reload times are estimated.
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You can't expect staff to take sits 24/7. The reason I left staff was because there really wasn't any time to play. It's almost constant sits 24/7 and you either play or ignore sits. If you get rdm'd, just ignore it - unless you actually lose weapons or other things from it. If it happens again, let it keep happening until they get that nice mass RDM. We can turn this into carebear rp and just remove all weapons.
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For both the beach houses, where they have the curved windows, i'd rather have flat windows. it's a pain to put one way props there when it's just curved. only way I can do it with the least amount of props is to do it like this. I like the windows, but doing that makes it look bad.
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I mean, just give everyone your stuff. :)
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Ideally I would still like to limit CC sweps but also give access to other sweps. For example - You spawn with the keypad cracker / lockpick as a thief CC, you can upgrade the lockpick to the master lockpick for a certain price. Same thing with keypad cracker. You can't have any healing sweps though - you have to go out and get those on your own. Ideally I would like to see a limit on the sweps these specific CC's can carry - probably 10 or lower. You only need a few weapons / tools.
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For the events, you could just have an "Opt out" and you won't be effected in the event. A normal player can be the equivalent to a CC. I'm not saying a CC makes you a better player, but you don't have to worry about buying any equipment ever. You're always prepared for a raid, while for a player it takes more time to gear up then just be ready 24/7. The suggested changes I listed for CC's overall places them in a specific job / category. Any CC in "General" isn't going to be nerfed with the exception of some talent changes. All existing CC's will remain as they are - "General" CC's are just that. "General". Due to CC's being inherently stronger (as many slots as you can pay for, never run out of any weapons, access to items that are hard to get for players normally, armor on spawn, etc) is why I don't think they should have access to "Precious Life". The Thief talent section should only be applied to jobs that are in the thief category. CC's do not gain benefits from "Misc" which is weird / stupid job categories, so why should they gain access to Thief talents? The only nerf listed here would be Precious Time and restrictions on some explosives (maybe) for PD. You don't have to pick "Thief" for your CC. You can pick General and still have the current functionality CC's have now. If you want to have the option to mug, be a hitman, bounty hunter, etc. You have to be under "Thief". You can buy armor packs, hp pots, etc from other people. It just promotes more roleplay.
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@Sewer - Realistically I would like to see CC's remove entirely. There could have been a better way to implement them, but you can't do that now without pissing people off. I don't see it as a huge nerf as it does in some form give CC's a new way to gain XP/Money the other jobs do. I've paid over 100 dollars for both of my CC's. The way I see it, is that a CC should be more about customization - the normal job version of that CC should have slightly better benefits - if not be on par with the CC. @Piklas An easy fix would just allow it to be only yours after a few uses and make it permanent that way. There might be a better way of doing this. @Azurion Don't have the trello, didn't see this.
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This is the second state of affairs - this is what I believe the server has improved upon since then and changes that could be made. This isn't an attack, this is just to help generate ideas to improve the server. Constructive criticism is welcomed. I will be noting the changes from the last post which can be found here. Previously, I discussed the map, money, gang system, and player retention. EVENTS Events used to be more popular and aren't as popular anymore. Would like to see people doing more events and new events as well. - More frequent events - Lower requirement for players to start event - Add events similiar to mini games if possible (think gmod fretta, suicide barrels, hidden, etc). - More world "events" would like to see abomination removed as a job and be placed as a random event. "Gates of heck" would select a % of players to be spawn of heck. Spawn of "Heck" would be the special job class. It has slightly lower HP and moves faster. They are able to target any of each others targets. Players targeted are allowed to kill them. "H1N1" - a virus outbreak that starts with one person and spreads via touching other players. It is more deadly then normal ebola. If a player has died/cured from super ebola, they will not get it until the next event. Players get XP for surviving the event. The initial outbreak player gets XP/Cash based on amount of players killed. Players can kill the initial player if they know who it is, gaining xp / cash. "Pick up that can!" - Cans spawn around the map and money is based on how many you throw away. Players have to join this event manually. There are "Citizens" and "Civil Protections". There are a few civil protection units (seperate from PD) that must stop citizens from picking up cans. Civil Protection units knock out citizens with their stun batons. If the Civil Protection units knock out all the citizens, they share the cash based on all the cans collected. If the citizens get knocked out, they still keep the cash - but the Civil Protection takes a small cut of it. Citizens win when all cans are picked up. Civil Protection wins if all citizens are knocked out. "Terror!" - Remove terrorist job from normal selection, selects random people to be terrorist based on server population. Upon event start, terror is announced. Terrorist should spawn with full armor and a random selection of terrorist related weapons. (Think CSS). MAP My opinion on the map has not changed from the last thread. However, Gallium has been busy on making improvements to the map. Check it out here. I would like to add - There should be a "Spawn Hub". This is an area that should be a no rp zone. This is where you spawn. Ideally it would be in the center of the map that allowed you to access different parts of the map very quickly. The VIP seller / Event / Gang / CC maker / Editor should spawn there - as well as a portal to the RDM zone. The fountain can have the RSB, General merchant, etc. This would free up the current spawn point to be used for RP / bases. Additionally, you can sit in spawn working on your CC among other things without getting mugged, kidnapped, killed, etc. If you are at the fountain, you should be able to be kidnapped, mugged, etc. Areas that are not accessible without prop climbing, master sword, etc should be blocked off. Some examples would be the two areas by the fountain - both above the tunnels. There could be an invisible / solid wall. You can bring people here for sits. Realistically, !sit should be used. The reasoning for this is: Players that have cc's have access to other things normal players don't have easy access to (master sword, lightsaber, etc). MONEY Processors and Bitminers have been reworked,new printers added, money sink for CC changing sweps, and quests. All good changes. The one thing I would like to focus on is generating money for jobs specifically. If you don't like sitting in your base you should have more options then just "Processors + Printers". Processors and Printers should be the most profitable out of everything. Would like to see events more frequently as a source of money. Specifically, jobs that need money increases should be directed towards jobs that don't sell anything or have a way to make profit currently. For example, a spirit caller shouldn't make money, because he/she can sell talismans. I will specify more on this in the job section. Custom Class Realistically, this would need to be majorly reworked to be more healthy. This would effect a lot of players who have farmed / paid real money for their CC's. That being the case, I would like to see more... Job related functions added. Adding the cost to change weapons for suga / cash is a good implementation. I would like to see a new addition that defines the CC more into specific categories. This should promote some specific roleplay based on what CC you have and as well add another cash sink and not have a "One CC for all Cc's". All custom classes based on category get access to those models. Weird gets access to weird models and so forth. New CC categories that will effect all NEW CC's. General Category would be applied to all existing CC's. When applied a category, CC's can perform actions that gain them xp, but at 50-75% of the rate of a similar job. Anything that would give a CC job specific money would be 50-75% of the cash. Example, fining as PD. The point of this is to apply some form of restriction as an incentive to play normal jobs. General Category - Currently function as they were - realistically I would like to apply restrictions, but this is what all current CC's get. Gains access to "General" talents. COP - An option upon creating your CC. Anything that would be extremely destructive should not be allowed. I.E. Grenades should be replaced with non lethal grenades, etc. Should have a restriction on amount of sweps. Gains access to "Cop" talents. Thief - An option upon creating your CC. Grants you the option to add "Mug / Hitman / Bounty" for a price. Can only pick one. Spawns with a lockpick / keypad cracker / pickpocket for free. Gains access to "Thief" talents. No healing sweps. Weird / Stupid Automatically spawns with a bludgeon. Grants you the option to add "Stalk / Necro / Cultist" for a price. Can only pick one. Gains access to "Misc" talents. Limited to weird / unique weapons. (Drilldos, Doge Brick, Lightsaber, Etc.) The above is a long shot, but I feel like it would give people incentive to have more then one CC. Jobs Some jobs seem useless and are just clutter - such as John Cena King and Bank has been reworked. King has a cool feature, but realistically it's just used to have a good farm base. I would like to see king being able to own / block off areas like it was before - the portal has to be placed in that area. Would like to see the King area in admin land reduced further just to the center structure. Banker has been reworked. It's a good idea, but... It's just not being used at all. Players just deposit money in the bank and walk away. I suggest that a bank manager has to be online. Players will have to deposit anytime they are off the server for an hour. The bank will give out money based on a % to all players and they will have to withdraw it. Bank manager has to be online for players to deposit / withdraw money - as well as gain money. Police jobs should reduced to: Detective / Civil Protection / Gabe / Undercover / Security Specailist The mayor has the ability to promote people to the "Speciality" classes such as: Fantasma, Soldier 76, etc. Classes that are not specialty classes should have a default pistol. An armory should be added to the PD that can be raided downstairs in the locker room. Non-Specialty classes are allowed to receive weapons from the locker room. Raiding the locker room should give weapon shipments. PD bank / locker share a cooldown. QoL Job Changes: Cultist should get cash for sacrificing. Pedophiles should get xp/cash for kidnapping. Muggers should get XP for a mug. Hobo/Hobo Lord - Trash piles / dumpsters around the city - Hobos can dig through them to find xp, random items, cash - etc. Drug Dealers - Should be able to sell drugs for more and be able to spawn more planters. Spooky Alien - Gain XP for kissing. Gang Affilated Factions - Gain XP / Cash for killing other crips / bloods / mafia. Probably left some things out, but a job should have a specific way of getting cash / xp. TALENTS Talents are in a good spot right now. I would like to see some combined for more use and some new additional ones. General - Change Junk Launcher from Misc to General Titanium Bones - Fall damage is reduced by 40% Thief - Show me the Benjamins - Using a printer that is not yours gives you an additional 15-20% cash. After X amount of uses, the printer switches over to your owner ship. Sleight of Hand - Pickpocketing players is 40% faster and you have a chance to steal a weapon. (Combine with feather hands) Adrenaline - Sprinting is faster then normal. Gain 25% increased speed for 3 seconds when sprinting. Has a cooldown. Cooldown will not go down if player is sprinting. Precious Life - Bring up to a 10 minute cooldown and do not allow CC's to use this. Only allow thief related jobs to use this. PD - Determination - Kidnapping has a 10% chance to fail. Additionally, any effects that would impair you (flash, smoke grenades, etc) are reduced by 50%. MISC - Rubber - Kidnapping has a 30% chance to knock the kidnapper out. Has a cooldown. Whimsical - Spawn with one of the following: Wabbajack, Lightsaber, Loadsamoney, Gandalfs Sweps, Batmans Grappling Hook. Additionally, have a 20% chance to avoid damage completely. Combine Power stomp with reinforced legs. MISC Changes - Would like to see some props white listed if possible. Some of the HL2 / CSS props would be nice to use. Obviously this is very minor as we still have access to a large range of props. Would like to see the unbreakable tool still. Would like to see more HL2 / CSS materials if possible.
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Figure it out. I talked to sugar about how cooking works. I'll just let you know that all effects do stack and different sound effects do different things. It's not just a sound effect. It took a while for me to test it and figure out what they all do.
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I'd like to see them removed or reworked. So, here's an idea for a change/rework. Make it cost money to switch items on the CC. Restrict CC to only having certain weapons. (Primary weapon - think m16, awp, etc.) (Side arm - pistol) (Melee item - allows for lightsabers, masterswords, etc). (Misc Item - Any other item). A four item limitation would make CC's much more fair. Alternatively, remove CC's all together and do this... Move CC's to normal classes. You can buy a weapon slot on the thief job, when you spawn as a thief, you get said slot. Etc.
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I know the recipe for god mode and max health.
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I'd actually like to see.. Think of it like a talent tree sort of system, like world of warcraft (before it was shitty). Instead of getting random perks that you get every level. Have a few trees like... Criminal / Civilian / Police / Weird Investing points unlocks the next tier. Points can be reset weekly by the gang owner (at a price). Allows people to customize their playstyle to more then "one role". So people can enjoy a variety of different things. (Cop, criminal, etc). Criminal could be 1/4 - Quick Mug - Mugging cooldown is decreased by 10% per rank 1/4 - Fast Escape - When warranted/wanted - Increase movement speed by 4% per rank 1/4 - Master Key - Unlock doors faster if you have unlocked it before (Joe owns door, bob comes to raid him, bob comes and raids him again, joe still owns door, so he gets the buff) by 12% per rank.
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Good talent suggestion, more fitting for a perk though. The problem with suggesting... very specific talents, is that it only effects one thing. So you leveled up 10 times, just to get a talent for ONE job. Said job has ONE slot. That's a great perk though.