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DarkRP Server Rules

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DarkRP Server Rules (Compat Test)

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Everything posted by yeeto

  1. I mean, just give everyone your stuff. :)
  2. 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.
  3. 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.
  4. @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.
  5. 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.
  6. In all honesty, I would rather go back to the old map. The new map is great, but the new areas are never (rarely) used. The only additions I would like to see stay are the original parts of the old map. The beach is probably the best addition. I've already suggested to move npcs around, but as sugar stated, people bitch and complain that it's out of the way.
  7. yeeto

    King Changes

    If possible, I'd rather see a new location for king (would have to be added into the map). Would be cool to see it as a night time area with spooky trees. Could have a "Portal Gate" made to that actually fits the portal. Could have some buildings and a small castle.
  8. yeeto

    King Changes

    Makeshift portal would be great because you could probably: Only have one active portal at a time If you have entered the portal and died, you cannot enter again (Enforces NLR). Portal is open for 10 minutes (w/e the raid time is) or until the person who originally opened it died. King has himself + kings guard. The king creates everything out of props. I would see that itself being hard for the PD if the king builds properly. Could be limited to x amount of people based on the amount of guards / CP on at the moment.
  9. yeeto

    King Changes

    The PD can raid already because the king is defying the goverment. The entire point of this is that it creates a way for the king to be demoted.
  10. yeeto

    King Changes

    The King is taken 24/7 - which can be seen as a good thing, but it isn't... Because one person has it 24/7. Rule Changes: King cannot place portal in any buildings or King cannot place portal in any buildings with doors he doesn't own QOL Changes: Allow bigger props for the King. Make the "Red Box" in the Kings land only visible when the phys gun / tool gun is out (King only or everyone). Allow Kings Guard to see the portal placement. King can fire Kings Guard. Allow King to place the portal in the Kingdom. By default, if there is no king or the portal has not been placed down yet - the portal spawns the way it is now. King / King guards gets a notification when anyone enters the kingdom portal (not exiting though). Kings Guard cannot be selected until there is a King. New Event: "Raid the King" PD can raid the king with !KingRaid (or something similiar) - it can only be done while there is a King and a Mayor on. The mayor can see the location of the portal, the King can see the location of the Mayor. When the King dies, he gets demoted - so do the kings Guard. The event start only notifies the PD / King Faction - it does not notify anyone else. BUG: Sometimes when going in and out of the portal, you get black lines accross your screen that flicker, and your screen is "Frozen" but you can still move. When you move away from the portal, it fixes itself.
  11. https://steamcommunity.com/sharedfiles/filedetails/?id=1380429026 ^ Cool spooky model for grim reaper!!!!
  12. More materials - https://steamcommunity.com/sharedfiles/filedetails/?id=730187817&searchtext=material https://steamcommunity.com/sharedfiles/filedetails/?id=105841291&searchtext=material Those are default materials already included with gmod, just not in the material list. Gmod Legs https://steamcommunity.com/sharedfiles/filedetails/?id=112806637&searchtext= Shows legs when looking down Body Group Tool https://steamcommunity.com/sharedfiles/filedetails/?id=104604943&searchtext= Allows players to change their own body groups if their model has it Smart Weld https://steamcommunity.com/sharedfiles/filedetails/?id=131586620&searchtext= Allows players to weld everything at once instead of manually welding Keep Upright https://steamcommunity.com/sharedfiles/filedetails/?id=261825678&searchtext=Upright Gmod 12 tool that makes props stay up 24/7 - good for boats n stuff Unbreakable Tool https://steamcommunity.com/sharedfiles/filedetails/?id=111158387&searchtext=unbreakable Can make props that normally break (Boxes, glass, etc) not break when damaged
  13. Grim reaper suggestion... Add the Scythe that comes with the grim reaper model (I've seen it in death run, I can probably get the model if you can't). Remove the daedric sword / knife, do not allow any other weapons. With the scythe, have it the same as the assassin knife (teleportation knife) - have a delay of anywhere between 1-10 seconds between the teleport, play some spooky sound that is located on the other player, a slow heart beat, etc. Teleport can be anywhere around the player (If possible). The reaper can hold R that drains his health (10 per second, etc). Upon a kill, the reaper regains some health.
  14. The only thing I would want from wire mod are.. Sounde mitters, rangers, values, buttons, colorer, Camera and all the logic chips. That's it. Everything else can be used to fuck the entire server up.
  15. The Mayor assassin does need some love. He definitely needs cuffs for sure and his model needs to be appropriate with the job name. (He could have the gaben model but the job name could be "Swat"). Add a perk / talent - or make it default to where the assassin can see the mayor just like the revolter can. Mayors Assassin doesn't have [COP] in the name (as far as I know) and should. That's just a dead give away. The obvious signs of a mayors assassin is not seeing PD group chat and the mayor can go through the list of people who can be fired (or looking at F4 menu)
  16. I don't agree with that Muffin. The revolt isn't suppose to be easy. If the revolt was organised on the revolter side, then I would say they would win almost all the time. Revolts are extremely unorganized - but if you all meet up, stock up on weapons and armor, raid tools, etc. You'd just win. Revolters lose because they are unorganized and people join at random times. All the cops are automatically in the revolt and are in a fortified position (hopefully). Revolters have numbers, cops have resources and fortification. Organize the revolters and you'd win.
  17. If you get kidnapped - and your kidnapper dies by any source WITHOUT placing down your items - either your box of items drops for 0 dollars or you get it back when you're up again. Having to find a way to die / get killed everytime is annoying.
  18. Except it sucks. The spawn is "one sided" to where the immediate access of the map is downtown, beach, and the other place no one goes to. People hardly go to the sewer or the slums. I'd actually like to see it between the beach, downtown, and the slums. There's easy access to the underground - everyone can spawn in the gated area where the fountain is at and have spawn protection there.
  19. Add more materials to the server - I'd love to see CSS materials, but considering the server is suppose to be extremely user friendly, not everyone would have it (even though you can get it for free). I know this has been said a lot - but change the spawn points. I'd like to see a spawn area closed off from the map itself and have a doors you enter that teleport you to specific spots on the map (i'd prefer random). Alternatively - just have spawn locations all over the map, the sewers, in front of buildings, etc. Give all the protection to the players that they normally get (cuffing, picklock, etc) and have it if the player moves then it's disabled. Or just have a fixed spawn in the slums. No one uses it. I'd rather see the current spawn point used for RP purposes.
  20. Rework the way doors work entirely - Starting with the basic functions. When a door is not owned, it should be unlocked. If someone sells a door, it unlocks. When a door is lockpicked - the door should stay open and not close a few minutes later, locked again. When a door is breached, the door should be broke until the door is fixed (add a door in entities or something). When a player is added to the door, it doesn't always let them own the door and use it. Breaching charge does not always work on some doors. Link the doors to a building - if you own this door that is connected to this building - you cannot own another buildings door (Unless you are a job that allows mega basing - you can still own doors if you are not the original owner). Add a "Allow party" to use door - way quicker then adding people individually. Add a "Allow Job" to access the door - Makes it so that if you want a big cultist kidnap base, anyone that is a cultist can use the door. Add a "Allow Gang" to access the door. Make door prices vary based on the location - bigger buildings have a higher price to own the door. Add rent to the door that is based on a % of the door cost. Multiple people that own the door split the cost of the rent (Players who get added on still have to accept ownership of the door). Add rule "You are not allowed to own doors for the sole purpose of selling them or preventing other people from using it".
  21. 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.
  22. 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.
  23. I know the recipe for god mode and max health.
  24. Agree with epic. A new job will promote roleplay. Kidnapping should also notify batman and tag them for him to arrest / detain as well.
  25. You have to look at kidnapping in its entirety. It's toxic in every regards. We can place kidnappers in two categories: Roleplay Shits and Giggles Roleplay kidnapping is when you do it for roleplay purposes. Cultist sacrificing people. I've seen people build little homes / environments for the kidnap-ees. That's cool. Shits and giggles is when you have any player (Usually, "MASTER RACE IM ON CC IM KOOL REEEEEEEEEE") that kidnaps you, finds the NEAREST building that they DON'T EVEN OWN - own the doors, throw you inside and drop the box for 30k. Even if I had the money to pay 30k every time, I wouldn't do that. If you're kidnapping me, sticking me in a room for 5 minutes and then want me to PAY you 30k - It's not happening. Even if it's 500, you're not getting it. You're depriving me of playing. Being kidnapped is being worse then arrested. If you're arrested, you (should) have done something wrong, you deserve it. It's not as bad to sit there when you did something wrong. When you get kidnapped for no roleplay reason, other then that "It's on my CC REEEEEEEEE" - it's just bad all around. It should be noted that there are anti kidnapping devices on trello that sugar plans on putting in. I'd like to see the speed kidnap move from the perk to the talent section, so you have to invest for it. Alternatively, make the perk only work for NORMAL jobs and not CC jobs. Remove bludgeons from CC's and keep bludgeons on the normal jobs that have them. Allow bludgeons to be purchased from the BMD or gained from a processor.
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