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Cultist CC


Succ The Zucc
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Yes or no on the CC job?  

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  1. 1. Yes or no on the CC job?



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Damn as if you other Mods think I don’t care enough to understand what’s going on. Get the fuck out of here with that bullshit.

 

Did I say I was taking away the aspect of kidnapping from CCs? No. I was saying to make a class so CCs stick to kidnapping when on it. And to be able to rp as a cultist if wanted.

 

Just because I don’t think you should be allowed to kidnap and raid with the same CC it doesn’t mean I don’t give enough of a damn to check up on things. If I didn’t I would have resigned.

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I'll bite: 

 

WHY 

 

WHY

 

do you think kidnapping should remain on these CC? What is the value of gameplay with giving CC practically unlimited range? How is that fair to new players? How do you think that appeals to new players? Do you think it's confusing? Is there any real merit to kidnapping? People rarely kidnap for practically non-minge related reasons. So far the reasons have been based on 'what kidnapping used to be', and exactly what was that? That everyone and their mother had a bludgeon SWEP to "kidnap" (AKA dump in the sewers and make that person have to commit suicide, or go all the way to the surface to be killed to be un-kidnapped) any asshole they wanted. 

 

I think it's a fair suggestion and you all jumping on him without elaboration is fucking dumb.

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Also, friendly reminder that it's not only new players that would rather not have every CC carry a bludgeon without restriction.

 

Some of us just want to play DarkRP, or talk to someone in the street, or explain the bounty list SWEP to a new player, or make use of an NPC that's not in a protected zone, etc., without having to maintain a constant paranoia of getting taken out of the game without warning or pretext.

 

On top of that, where's this delusion that kidnapping doesn't happen anymore coming from?

 

Play batman during peak hours sometime, your screen's gonna light up like that Christmas tree your neighbor put up too early with kidnapping alerts, and you're not gonna be able to catch a majority of them.

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I'll bite: 

 

WHY 

 

WHY

 

do you think kidnapping should remain on these CC? What is the value of gameplay with giving CC practically unlimited range? How is that fair to new players? How do you think that appeals to new players? Do you think it's confusing? Is there any real merit to kidnapping? People rarely kidnap for practically non-minge related reasons. So far the reasons have been based on 'what kidnapping used to be', and exactly what was that? That everyone and their mother had a bludgeon SWEP to "kidnap" (AKA dump in the sewers and make that person have to commit suicide, or go all the way to the surface to be killed to be un-kidnapped) any asshole they wanted. 

 

I think it's a fair suggestion and you all jumping on him without elaboration is fucking dumb.

 

When I first joined the server I found the fact that you can make a cc essentially anything and expand it very much as goals when playing. The merit to kidnapping at this point in time is that it is on a long cooldown that is even longer for ccs.

 

The main reason why I think this idea is bad in the foundation is because its reductive, the argument is that there is no way to get people to play normal jobs without removing things from it. I think the way you make people choose to play a normal job is to give it some smaller or larger aspect that custom classes cant do, for example how thief jobs that are not ccs can mug (and before only muggnig jobs could force drop). Some good examples that I think show how this exact thing has been executed are the hacker, security specialist, mr sniffy, infiltrator and the sewer lord. These are jobs where they have something that is comepletely unique that they can do and it gets people playing them, an example that is done via ruleset is the fact that only hobos can micspam and build in the street.

 

I think that the way that you get people to play cultist as opposed to any other non cop class is to expand on the idea of sacrificing in some way and I know that there have been suggestions of that in the past. Its a bit ridiculous how people are actually considering an idea like this when kidnapping is on such a long cooldown already on ccs.

 

OP says theres an imbalance of views between custom classes and normal jobs and while the view may be skewed I think its just placebo and the fact that ccs have skins. I think everyone should go and make a few calculations on how many of certain weapons you need to make the 10 mil investment in a cc weapon worth it.

 

Overall kidnapping is already gutted, I think that gutting ccs is stupid on many levels and this is overall to me just a thread about removing kidnapping in all its forms to promote a carebear attitude to anyone who decides to join the server. The protections are already there.

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I will say, I never have once liked the idea of kidnapping, and I would love to see it removed entirely, but I agree. Kidnapping has been nerfed into the ground as said by the many people before me.  Making it so you need to make an entirely new CC, or rather making it so your current CC is Kidnap only, which in turn removes most the utility, would not be the best idea. Though, I would like to see more types of classes for purchase on CC's in the future.

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I'll bite: 

 

WHY 

 

WHY

 

do you think kidnapping should remain on these CC? What is the value of gameplay with giving CC practically unlimited range? How is that fair to new players? How do you think that appeals to new players? Do you think it's confusing? Is there any real merit to kidnapping? People rarely kidnap for practically non-minge related reasons. So far the reasons have been based on 'what kidnapping used to be', and exactly what was that? That everyone and their mother had a bludgeon SWEP to "kidnap" (AKA dump in the sewers and make that person have to commit suicide, or go all the way to the surface to be killed to be un-kidnapped) any asshole they wanted. 

 

I think it's a fair suggestion and you all jumping on him without elaboration is fucking dumb.

 

When I first joined the server I found the fact that you can make a cc essentially anything and expand it very much as goals when playing. The merit to kidnapping at this point in time is that it is on a long cooldown that is even longer for ccs.

 

The main reason why I think this idea is bad in the foundation is because its reductive, the argument is that there is no way to get people to play normal jobs without removing things from it. I think the way you make people choose to play a normal job is to give it some smaller or larger aspect that custom classes cant do, for example how thief jobs that are not ccs can mug (and before only muggnig jobs could force drop). Some good examples that I think show how this exact thing has been executed are the hacker, security specialist, mr sniffy, infiltrator and the sewer lord. These are jobs where they have something that is comepletely unique that they can do and it gets people playing them, an example that is done via ruleset is the fact that only hobos can micspam and build in the street.

 

I think that the way that you get people to play cultist as opposed to any other non cop class is to expand on the idea of sacrificing in some way and I know that there have been suggestions of that in the past. Its a bit ridiculous how people are actually considering an idea like this when kidnapping is on such a long cooldown already on ccs.

 

OP says theres an imbalance of views between custom classes and normal jobs and while the view may be skewed I think its just placebo and the fact that ccs have skins. I think everyone should go and make a few calculations on how many of certain weapons you need to make the 10 mil investment in a cc weapon worth it.

 

Overall kidnapping is already gutted, I think that gutting ccs is stupid on many levels and this is overall to me just a thread about removing kidnapping in all its forms to promote a carebear attitude to anyone who decides to join the server. The protections are already there.

 

I think you misunderstood my question, I was asking of why so many people think it's pertinent to retain kidnapping as some staple feature, when in reality it's just a fucking minge tool most of the time.

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I think with the new reworked kidnap boxes where the price is instead based on player item worth is good enough to lower the timer back down. This will let new players who don't have anything not have to pay 30k to get out. I mean yes they can just wait and then suicide but most new players don't know that you can do that.

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