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Guac

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Posts posted by Guac

  1. I’d totally support a buff to the healing speed / to medics in general, if death actually felt like a setback and not just a minor inconvenience. You could do this by actually enforcing some tac insert rules, and also not allowing medics / everyone else with a MED “training” to bind /me revives and try to pass that off as proper RP. It’s a shame that medics have to suffer because of this, but I don’t see any other way to control pacing otherwise. 
     

    I totally understand the frustration, and it’s always hard to avoid a feeling of discontent when dealing with any sort of “punishment” for gameplay. but there has to be a foot set down somewhere. 

    • Agree 1
  2. Unfortunately, this suggestion has been DENIED.

    If the same suggestion is submitted again within 60 DAYS of this post it will be automatically denied.

    // LOCKED
    // MOVED TO [CW] SERVER SUGGESTIONS - DENIED
     

    Quote

    Denial reasons:
    (These are some reasons that your suggestion might get denied for.)

    • Not providing sufficient information.
      • Ex: Just linking the workshop and not giving us the actual model path you want to use.
    • The addon's size is way too big compared to its content(s).
      • Ex: 35mb for one model.
    • Lack of feedback.
      • Ex: Post has been up for 3 weeks and only received 1-10 votes.
    • Majority negative feedback.
    • Bad optimization and/or causes bad performance on the server.
    • Having multiple suggestions within one thread.
    • Bothering leadership/development team regarding a suggestion.
    • Suggesting a previously denied suggestion within 60 days of denial.

     

  3. Better to have this as a 1 off event / encounter that happens semi-regularly; rather than 24/7.

    People already don't take the "Civilian" faction seriously, and I firmly believe this won't help. I see no way in which this resolves any issues, besides a few individuals desires to PVP.

    • Pay Respect 1
  4. Reading this leaves a sour taste in my mouth. I have absolutely no doubt that you wish to come back, but nothing you have said within this appeal nor outside of it shows you have the capacity to recognize the gravity of your actions. You spent the first half of this appeal blaming your actions on others and "burnout". Plenty of people burnout, but not everyone encourages others to post suicide gifs and harassing other members of the community . Every time I spoke to you post-ban, you showed little to no remorse, and a clear obsession with this community. It's hard to accept one can simply just "move on" from actions like this, and for the community to just take it on good grace that an outburst like this won't just happen again because you are "sorry".

    -1

    • Agree 2
  5. I don’t believe that people who harass members of this community simply just “change”. Especially without a SIGNIFICANT amount of time since last banned. I don’t see anything stopping you from committing these same acts, being that it wasn’t fueled by some anger or shortsighted feud, just your own will to be malicious. 
     

    -1

    • Agree 2
  6. 5 hours ago, Conrad said:

    I'd agree with you, if death felt like a set back. If it takes less time to respawn then it does waiting to get healed i'm just gonna let myself die every time and come back with full health/armor/ammo. If you have a tac waiting to be healed feels like a waste of time if it takes too long, and even without a tac running back from bunks might be better then waiting since you get armor/ammo back as well.

    I will never wait to get healed if healing takes too long, it’s more fun objectively to just die and respawn. Even if thats not what players should do, it’s what they will do.

    And yet that death and running back will still result in the desired effect, a slower pace at which players go through events. I don’t know why you are throwing around the term “objectively” either? This FPS mindset is what has plagued our player base, and puts a strain our GM and staff team constantly. 

  7. I’m not sure what the restrictions on setting spawn points are regarding Helix, but I’m sure it would require quite a bit of development. There is no guarantee either of these new spawn points interacting poorly with old ones. Not to mention, there is always a concern for misuse, whether intentional or not, if it were given to all SA+’s. 

    TL;DR - Not a simple addition, unrealistic to add as a command but may work other ways  

     

  8. -1

     

    Not much can be done to slow the pace of players during events. I like this change, that it forces a more tactical playstyle and doesn’t encourage the “run-and-gun” mindset which can ruin the experience for others. The buff of syringes still allows someone to get right back into the fight with a larger heal. 

    • Informative 1
  9. 15 minutes ago, Bane said:

    The 

    The issue im having as a whole is the approach we take to balancing. Largely, this is to keep pvp "fair". My problem with this is it makes the weapons we have lack luster. These suggestions come down to trying to work with what we have while trying to skirt around permaweapons. What I actually want is an upgraded kit that substantially out performs the standard dc15a/s. Hell, I would like the 15a/s to be good in general. When I say "DPS", I mean the sum of a weapons stats that come together to create the final performance of the weapon. An officer weapon that barely gets used has no business out performing RC weapons in terms of magazine size and damage output. My thinking is this:
    I don't really care about preserving PVP balance. I think there should be a "weapon progression" as you move up in the server. Subunits should have a kit that makes them more attractive than being a regular trooper, ARC should have a kit that makes getting ARC trainings desirable, and RC should have a kit that sets them far apart from everyone else due to their nature. (Limited and theoretically hard to get into). It's a simple and superficial thing that gives a sense of reward and progression for getting into a subunit or passing ARC tryouts or what have you. The issue with suggesting an overhaul is twofold: People who are highly familiar with the inner workings of what goes into deciding a weapon's stats will hit you with technical information that misses the entire point of what you're attempting to suggest or accomplish. More pressingly, permaweapons on this server stunt any sort of meaningful or satisfactory overhaul. 

    TL;DR
    It's not about the weapon damage, but establishing a sense of progression that's gratifying/rewarding for taking the time to progress on the server. While I agree with a full rework of our weapons, that's super unlikely and Permaweapons are a huge shadow over making unique kits. (I see this as more in line with say locking body groupers behind some sort of a leveling system over "make gun shoot better"


    The DC-17m and Westar already outperform in PVP vs DC15a/s, what is your point? To increase that gap would be to literally do nothing lmao. All that changes is a number on the HUD, not your actual gameplay experience. Not to mention, DPS isn't even a stat you can view. You would only be changing your damage on the rifle itself, about 2 points.

    If you search for the term "buff" or "weapon buff" anywhere on this forum, you'll see why "technical information" is now being used, instead of rash and uninformed decision making which fueled the weekly "buff westar", "buff pistols", and "buff dc-17m" posts.

    We have right now a fully functioning system in which weapons are balanced and serve their purpose among all classes, I don't want to fuck with it just cause someone people wanna feel special.

  10. -1,

    Maybe I made a mistake of referencing DPS on your post Bane, but it truly isn't your standard DPS most think about when playing other shooters.

    When balancing weapons in GMOD, DPS isn't always the best metric. Other variables such as tick rate, RPM, lag, hit boxes, recoil, spread etc.; all have a large effect on the viability of a weapon. Therefore, the balancing of these weapons gets harder and harder to satisfy as the comparisons between themselves are brought up.

    I don't see the utility of making only a single change in this case. I'd rather someone lobby for a re-look at base loadout stats in general, and take it from there.

    If you feel as though its impacting your game play this much anyways, I'd speak to GM's about lowering the health of their NPCs.

    TL;DR -
         Seems like you misunderstand the weight of DPS in weapon balancing. Without any clear balancing issues currently, I see no need to tamper with your weapons stats. If that is something to be done, I'd rather it done while looking at ALL base loadout weapons.



     

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