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Jouaram

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Posts posted by Jouaram

  1. Tolls, roadblocks, checkpoints and whatever else don't fit in with Aether's gameplay and are only beneficial on more serious RP servers, here it just causes issues and baits arrests/kills that aren't loggable. 

    When following the rules make sure it's actually in the rules and not on a 7 month old changelog, there has been an update to the rule now which states:

    Police cannot under any circumstances have tolls/block off areas behind paid keypads or buttons/create checkpoints or roadblocks.

  2. 8 minutes ago, ChaseOuyy said:

    Can't you just disallow mega bases on these surfaces?

    Then we have the issue of 'this isn't a mega base' or 'i saw another base that was bigger' - this rule is very specific about where you can and can't build, saying roof bases are fine if it's not a mega base is so vague and hard to enforce.

  3. The only roof's you can't build on due to this restriction are roof's that are used for gross mega-bases. The rule allows people to build on their roof's where it makes sense and disallows players from turning all roof's into mega bases due to the massive flat space (which is what most bases would become if we removed the rule).

  4. You have TONS of PW and you do admit to the NLR/RDMx1 so the ban length is warranted - however due to the context and it not being completely intentional / multiple parties breaking rules resulting in the scenario I do believe a small bit of lenience should be given. 

    You will have 7 days left on your ban down from 12 days, thanks for the appeal.

  5. The warn will be removed, for clarification you only need to advert raid prior to using a raid tool - there are no other restrictions for this apart from no long-ranged raiding. 

    If you advert from inside a base that's the base owners fault for letting you get so deep without using a raid tool. 

    Appeal accepted, warn removed.

  6. I am going to unlock the post and ask everyone stay neutral/respectable and only say what needs to be said, no off track insults or drama. 

    If you are going to state something like 'staff do this' please back it up with evidence or examples. 

    So, my main question is was lilmilkman doing anything toxic/mingey other than the grappling? If it was purely the grappling I cannot see how it'd be that annoying so something must've been said or happening whilst he was grappling?

    @Pooshi and @lilmilkman705I would like your responses to this.

  7. 1 hour ago, ChaseOuyy said:

    - I'm not only thinking about the defender, as you can see later I also talk about a separate rule that is unfair for the raider.

    - If the raider had no sweeps or special items, yes I agree it's not a big advantage. But I could go on with items like grapple, grapple gun, NRG hammer and Sword, plague bomb. Combined with this makes a really hard target to shoot. And when you say the raider could have these, plus all the other raiding tools, I feel like it's pretty fair to restrict their movement a bit so the defender can actually stand a chance. 

    - And also their is a lot of ways the raider can also kill the defender in tight bases. Nades, RPGs, etc.

    - When I say weave, I mean moving really fast INSIDE your base (which is very well possible and easy to do) and not in thru out.

    Overall: I'm not only thinking about defender, I'm thinking about raider too. I'm saying despite raider having a bit of disadvantage, the defenders has more.

    I would understand this if bases were being raided every-time successfully, unfortunately there's not a way to track successful raids but if there was I'm sure it would be much less than 50% of raids are successful due to zigzags, grenades used for defense, etc. I really do not believe that raiding is in the raiders favor even with the buffed breach juice. 

  8. 3 minutes ago, ChaseOuyy said:

    In this server, the thief has way to much tactics and tools to help them raid and if they just weave all my bullets, it's even harder.

    That sounds like the rule is working as intended. 

    3 minutes ago, ChaseOuyy said:

    Also, if they hallway base has plenty of wiggle room, being able to jump is a big no no. Bases on this server are designed to be cancerous and long, restricting a lot of excess movement. The bases should not be open and non-restricting of movement, because that gives the raider a big feat over the defender.

    You are saying bases are cancerous on the server, which is the truth and the jumping/allowing players to move around a bit more is one of the few rules there is for basing to make it more fair for the raider, you're only thinking about the defender. 

    3 minutes ago, ChaseOuyy said:

    I'm sure a lot of people can agree with me from experience, that having people zoom and weave through your base isn't fun and with all the raid tools (emp, blowtorch, breach charge, tac juice, breach juice), THEY DONT NEED TO!!!

    You can build your base in a way where they can't just weave in and out, like having a door at the front of the base so once they enter they're stuck until they re-breach it. If you mean just movement in general the jumping doesn't make it that much larger of an area but just enough to where they're not in a killbox.

  9. 10 hours ago, ChaseOuyy said:

    I DONT NEED TO

    It was originally made to make hallway bases less powerful, sitting at the end of a hallway shooting one spot you're certain they will be because they're 'boxed' in. 

    If it's not being followed by players on the server then I can get Staff to enforce it, there is definitely a reason to have it. 

    8 hours ago, TangoDown said:

    then why is there a need for them to be able to jump? clearly no one is going to build a base where they can jump over props and other players cannot be forced to do the same. So it seems counter intuitive  to have rules that contradict in such a way. But on that note it doesn't really specify how "High" they have to be able to jump.

    The rule doesn't contradict, they're separate - you cannot force players to jump but they should be allowed to jump if they need to. The idea behind the jump is just hitting space bar and not having your jump stopped/halted by a world ceiling or prop. 

  10. KOS signs can be used in public if it's not directly on a sidewalk and in an area where the player would have to go out of their way to get KOS'd after seeing the visible sign. 

    This seems 50/50 with me, this does appear to be an RP only build if it was similar to your DJ booth it would be okay in my books. 

    I will remove the warn, make sure that the signs are only used to defend areas that cannot be accidentally walked into/onto and KOS'd and that the warn just states 'KOS PAST SIGN' then you can pick and choose who you kill whilst it being very clear the risks for the player. 

    • Like 1
  11. Based on the code these healing abilities do not touch you when you are above their max possible heal (225 for present launcher) therefore this shouldn't be happening and is definitely a bug.

    I will look into it, thanks for the suggestion.

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