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MF BREADMAN

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Posts posted by MF BREADMAN

  1. 24 minutes ago, Sticks said:

    The weapon modifier perks called "Chemical Imbalance" and "Enchanted Matrix" do not work. You can add 1 million barrels to the table and not one of them will pop the chemical imbalance perk. You can also enchant 500 items and the enchanted matrix will not dupe the weapon. 
    Along with this, Artifacts are either way too rare or are bugged to where you cant enchant them anymore. This can be shown by the below chart which shows the results of almost 2300 enchantments. 

     

    unknown.png

    By these metrics, you will receive an artifact every 2270 enchants. The issue comes into the pricing for enchanting. It is extremely expensive when done in large amounts. The chart above shows 2270 enchants done, which if you bought the materials to do it all at market price, it would cost you approximately 56,120,000. While you would only make back 33,560,000. This results in a net loss of 22,560,000.

    Holy fuck first off
    Secondly This is really fucking good info and i enjoy knowing its not just me who had this issue

     

  2. 2 hours ago, Extinct Species said:

    Category:

    Bug

    Priority:

    Low

    Description:

    counts as 1 for the quest instead of 6-10

    How to reproduce:

    get a catch 15 parrot fish or 15 tiger fish quest, and find those fishes in a fishing circle, apon catching them, it will say you got 6-10 but the quest progression only counts as 1

    https://imgur.com/a/5UfZW8O

    https://imgur.com/PG8L2fn

     

    could also be something with the fresh bait perk

    The thing i imagine it counting is how many times a catch was detected over how many are sent to the inv. The idea probably prevents the quest from basically be "find some circles and get suga ez" type quest

  3. 8 hours ago, Lewd said:

      So I noticed that people can just keep doing the PD Bank event via the Event Npc over and over again to get kills or loot easily,

    Yes

     

    8 hours ago, Lewd said:

    makes CP really unfun to play or give a better reward for CP whenever they win the event to compensate for all those raids. 

    I dont know cp isnt really fun to begin with unless you get a funny mayor. but i do agree that having people go every minute to rape pd vault is retarded and kinda just makes cp more of a "target practice job" than a "Actual RP job"

     

  4. 8 hours ago, Jack Johnson said:

    I was joking when i said you were malding but good god...

     

    On a serious note,

    This was literally just your aim, i switched to Civ because you asked me to and still kept killing you over and over. Altough there are some very unfair hitboxes such as the model Tass uses, so i agree with this one.

     

    Loadouts are fine as they are, wouldnt be fun if people kept getting meta weapons every single respawn.

     

    We'd just have to wait for mr. Owner of Titsrp to finish reworking rdm zone, in the meantime, get gud

    I did mald on real note 
    I dont know why but i think my internet was shidding because i saaw blood every 2 secs (Still think models should be civ only but i checked my router logs and it suddenly makes sense lul)
    Loadouts are probably just my bad fucking luck tbh
    Sygar plox 

     

  5. 1 hour ago, Raccoons said:

    This is why you're having issues hitting people in the rdm zone. not because of the models. I've never had any issue killing anime playermodels. I also don't really get what you mean when you're talking about loadouts. Sometimes i'll get a c4 or something but that's only happened to me once or twice, I don't really see it as a huge issue

    It could be a me issue or smth but damn it feels like every other loadout is horseshit and almost all only got like one viable weapon

  6. Personally RDM zone is in a good place in terms of rewards so no input there.
    What i believe instead is we should make models into default Civ models while partaking in RDM zone to avoid weird anime hitboxes just dominating. I know that mini ones cant but there are some that are just barely following rules that are still stupid to hit outside of say a 10-15 yard distance (I am also dogshit at aiming but i mean i aint that bad).

    Loadouts are retarded but that's just RDM zone things. Perhaps having more than one type of weapon (Eg 3 snipers or 2 pistols and a slow shotty or a million other examples) Should be discontinued? Of course another solution is to justt git gud but spawning in with 3 pump shottys and having someone with Jugg minigun is just cruel

    Most of the maps are ok just a few kinda suck.  The one with the 4 houses has house props that just make me slip n slide all over the place and i cant flank for the life of me.

    These are some things that i believe could be better but if you have something or disagree lets discuss it

    • Like 1
  7. 2 minutes ago, Blue. said:

    There should be either a command or a menu in f4 to see how many hours you've played as a job.

    Maybe its too much data too save but I think it'd be sick to see how long I've played as certain jobs.

    I think it would be a cool little thing But the data thing shouldn't be a issue.

  8. 5 hours ago, voltz07 said:


    I suggest that it be changed from instead of having to be near the chemical pipe when it finished harvesting, it should auto-inventory all chemical barrels you placed yourself on chemical pipes. This doesn't make a difference for the last two, but for world chemical nodes it allows the talisman to have an effect.

     

     i would actually use chem hoses rather then steal other people's barrels Plus talisman (As far as i know) Are random so it could be balanced out by that 

  9. STEAM_0:1:178783014

    For the holidays i plan on being with my family and spending a lot of cash to give them all something that means alot to them especially my nephew and niece
    I think i should get it because i really want it more then need it and cant spend 70 dollars to buy it as i got to save that cash 

    • thumbdown -1 1
  10. 47 minutes ago, snake eyes said:

     

    4. Timers and Cooldowns for Serial Killer.

     

    If you are not actively killing people as Serial Killer, I think you should be demoted from your job. I don't think the time for "failing to kill people in time" should last as long as getting caught, but I think it should be long enough to deter from boring campy playstyles and encourage riskier attacks.

     

    However though as a counterbalance I do think the time between kidnapping someone should be decreased from its normal 2 hours to a much quicker 20 minutes, as it would seem to reason that a murderer shouldn't be stuck with 0 targets because he killed everyone and now needs to wait an hour and a half just to get another round of killing people. You might think that this would result in people camping in the corners of the map and farming off this but rest assured nobody wants to wait 20 minutes just for one kill even at max droprate, and if it did become a problem then make the kill timer increase each time you kill a person up to a really high value if necessary.

     

     

    This is stupid because just kidnapping in broad daylight is a surefire way to die
     

     

    47 minutes ago, snake eyes said:

    2. Serial killers when cuffed should immediately lose their job and be demoted. They also shouldn't be able to play the job for awhile (I'm thinkin maybe an hour or two but lower times might be preferred).

     

    Right now if you have the job you cannot lose it at all, which makes 0 sense considering you are AOS, and you're core goal is to kill people. Every other job that focuses on directly killing people has a cooldown and Serial killer shouldn't be any different. Along with preventing people from hoarding the job it would also make the CP's job more desirable as actually cuffing him would open the slot up and remove the killer from the role, instead of him just respawning and getting auto wanted immediately until he quits.

    KEK nice meme

     

    48 minutes ago, snake eyes said:

    1. When caught, serial killer shouldn't be able to jump.

     

    This might come off as confusing but if you are fairly competent at bunny-hopping you can basically ignore the fright effect from being caught kidnapping someone and just bhop away at fast speeds, avoiding all danger in the process. Removing the ability to jump would solve the issue, or if getting stuck is too much of a concern, make jumping disabled for a certain time period.

    As if he needs to be slower

     

    48 minutes ago, snake eyes said:

    3. Rewards and bonuses for both sides.

     

    As a reward for capturing the serial killer, I think CP should gain money as a reward for arresting him. I'd personally like it if there was an increase in rewards for how many times he has murdered, maxing out at 100,000 for cuffing a Serial Killer with 10 kills (the same max value the Serial Killer uses for rewards) with an extra bonus for the player who directly cuffed him and anyone who stun gunned him aswell. This would give a major incentive for the CP to actively look for the Serial Killer and to arrest him as the money for capture is much more than you ever would make as CP normally.

    This one i can kinda get behind 

  11. Assuming that units refers to hammer units which in source games it is then we can determine that 
    1HU=1in (or .75 depending on the game)
    so at 1269 units it could be 1269 inchs converts to 105.75 feet 
    OR if gmod uses the .75 measurement it goes to 951.75 inchs converted makes it is 75.3125 feet 
    All this assuming gmod uses typical source engine measurements or has a definite scale to begin with

    (Regardless 9 times out of 10 an ar is being used within 30-50 feet AT MOST and thats being generous)

     

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