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Young N Ballin

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Posts posted by Young N Ballin

  1. The Bug You're Experiencing: The right click on the whip remains if holding it down on death. I was told after a few times that others could actually see them, at first I thought it was just client side. Very minor, but thought it was something to point out that I found. Also, I could not get rid of this without a client restart. I tried unequipping the whip but it didn't work.

    Can you reproduce the bug, if so, how?: While right clicking with the whip and you are attached to the world, if you die the rope remains. You can do this repeatedly and eventually there will just be ropes across the whole map attached to a person.

    Examples of the bug (images, videos): 38795c37e0183ec3da4982f44ace0221.jpg[SUPPORTING DOCUMENTS]

    • Like 1
  2. 1 hour ago, Jouaram said:

    There are many strong weapons that are only intended for out-doors PvP, this is one of them - great for hits, would be messy inside of a base and not work very well - unless you abuse it and shoot it through walls which is technically not meant to be allowed. 

    This rule: 

    1. Raiders must be able to shoot back at you from wherever you shoot at them from.
      • Grenades can be used without the raider being able to see you, but when shooting any gun or even RPG you must be shoot-able by the raiders.
        • This includes the Cerberus alt-fire and any other similar weapons.

    Is meant to apply to all forms of base defense/raiding and apply to both sides meaning if a raid is ongoing they cannot defend or raid by shooting anything through walls. 

    I have edited the rule to include defenders meaning if you are raiding or defending you cannot shoot through walls with any weapon or item.

    ---------------

    Now that the issue with raiding/shooting through walls is addressed the damage itself is actually bugged currently, the set damage is 60 per disc that hits the player, however it is damaging players as 'props' pretty much instantly killing the player. This bug will be fixed down the line. 

    Alright, thank you.

    I'd just like to suggest because how it's bugged and just 1 shots that it shouldn't be used in raiding/defending at all. If it's something that's far down the line. One shotting from max is pretty ridiculous to be something that's usable especially when it's not intended. That's just bug abuse in my eyes.

  3. Suggestion: Nurf the hell out of Hellslinger

    Link To Relevant Addons: NA

    Media/Screenshots/Videos: https://medal.tv/games/garrys-mod/clips/KEuiFVp7Yvcu3/d1337chFZSku?invite=cr-MSw3SUosNDc0OTM3Njks

    How will this improve the quality of Aether?:

    Why is this in the game...

    Wall banging, especially through spots where the other can't shoot back at all is pretty stupid. Then there's this weapon in the game with the aoe/range of insanity. Lightsabers and other weapons similar seemed fine. This is just a step too far in the wrong direction.

    When people are able to make bases where they can kill the raider without being touched it's broken and should be nurfed to the ground. Then comes in the factor that this weapon literally one shot me from 297 health and 88 armor.

    I'm sure people with it and who abuse it are going to bash this, but it's so cheese.

  4. I've always wanted to make a post suggesting a means to change what currently goes on as well. It's just difficult to find a good balance for basing rules. I myself also immediately avoid bases that know how to screw you over. Having 60+fences down as a long hallway while you also get to have a oneway no collide is just absurd. EMPs are such a s slight buff to the raider that it's really not that helpful to get to auto open the 6 fading doors when the hall itself can take minutes to run through while you're being shot. Especially if they add the annoying props that make you bump back and forth left to right.

    I hadn't played ret back in the day so I'm unsure of the past basing rules, perhaps bring some of them back. Although blacklisting fences, I don't see like that as a solid answer. However getting rid of no-collided props as a base defense is honestly a good answer to give the raider an actual solid chance.

    I know the blowtorch got buffed, however that's not a solid answer alone to fix the problem. Just to point out the one major factor that it costs around $250,000. Which I believe if you stack a wall to around 15 props, you can't get through with a blowtorch. At that point once you use 4-8 blowtorches just to breakthrough a weak point, you've spent a fare bit of cash just to raid the person. You can place fences/nocollided props to stop rockets going into a base as a useful means to have an advantage with it, which also includes emps/grenades going anywhere far enough to be useful either.

    There should be a bit more strict rules for basing, my suggestions being:

    1. No more no-collided props in use of base defense.

    2. Kill windows have to be separate color/material of the wall itself. (Possibly even forcing the fading door of the kill window have to be a transparent material.)

    3. All fading doors that are entrances must be separate color/material to clearly clarify where they are.

    4. Pathways entering the player's base must be 2 player length wide. (Forcing them not to be so narrow, allowing more room for multiple raiders and decreasing the amount of room someone has in the base. This size should possibly be even larger. )

    5. No "airlocks". (Forcing the player to open the door then closing it to be able to get through a pathway.)

    These are just a few I can think of off the top of my head atm, though I'm sure theres a few more good ones. Currently I'm sure a lot of people just avoid raiding in general because of how near impossible it is to raid someone atm. Which raiding is such a major factor in darkrp imo.

     

    +1 To every solid idea to give raiders a better chance, because right now its rough af.

  5. Ok, then it would just give the mugger a chance to run to the NPC and lose his status. You just have an upper hand knowing that he's probably going to run there and try to be there first.

    Maybe even add like a 5 second timer for it to unwant the person. Instead of it being instant when he talks to the NPC. Possibly just have dialogue to slow the process down, like the other NPCs have.

    I just see it as a cool twist to change how the wanted system works, instead of how it is currently. If you prefer the way it already is, it's all good dude.

  6. 2 minutes ago, DreadnaughtV2 said:

    wrong, you are still wanted for like 5 minutes....

    Okay you both took me for literal, I just meant a majority of the time. Once they run away and avoid arrest, you can just hide it out till it goes away. I don't mug often though I just assume. Read my above comment.

  7. 46 minutes ago, RevoltPlays said:

    It does not end. You can chase 

    It should be a chunk of money because it basically makes it really easy to just get away with anything. It might not be worth paying to get off the grid if all you did was mug someone, but if you're wanted for raiding the vault maybe it would be more worth it for you to go pay the NPC. It shouldn't be something that is so cheap people buy it every single time they're wanted because that takes away the purpose of having a wanted status.

    As for chasing, yes. Thus they follow him to the end destination where he'd be in combat and can't use it until the chase ends with him arrested/dead or the police is dead. It'd even let the police have a general knowledge of what direction the person is running, if they are running to the NPC that is.

    Makes sense and maybe I don't know how the wanted system fully works. In my eyes "wanted" is "wanted", unless when you're wanted for mugging vs stealing the bank/pd vault there's a difference in value when hes arrested. That that's how it's determined when you get the amount of money for arresting someone? Does the person arrested lose that money when they're arrested or does the cop just receive money?

    I just see it as changing the dynamic of the wanted status is all. That it'd also give the police a location to even stake out and wait for felons to run there and try to avoid arrest. That they'd get into a fight attempting to evade arrest. Then it just makes it just as dangerous to run there compared to hiding it out. Especially if the wanted status would last longer. It'd honestly even force them in to an RP situation if this was a common thing.

    I don't see it taking away from the purpose, just changing how it plays out.

     

     

  8. 7 hours ago, Dreadnaught said:

    Ok, but you're taking away not only profit but also RP experience from both mugging victims and police, so definitely should not be free

    How would it take away from RP when I said they'd have to run to the outskirts of the map to get rid of it. The RP situation already ends once the Mugger runs away anyway. This would also sorta force them to run to it if the wanted status lasted longer as well, if they don't they have a much higher chance of police arresting him. Perhaps even add that if they are in combat, like the grappling hook, they can't use the NPC.

    I just think of it as you mug around 30-150k from people, I'm pretty sure. To then have to run to an NPC to pay a chunk of that to get rid of it seems rough. Though I guess if you mug multiple people and have to run to get rid of it makes more sense to have it higher. Like said above, I guess there needs to be a bounty value just so it scales correctly.

  9. +1

    I like the idea, just think it should be something that's free. For the fact it doesn't take away profits from mugging people. I feel like this would be the primary reason to run to the NPC in the first place. It's not too often that Police use /wanted, and when they do, they use it to immediately kos you instead of arresting. There's always the slim chance you get away when they do use it though. If it were to be free, my idea is that the NPC would be at 1 or 2 locations farthest from the PD. Making them have to sorta work to evade police and be able to lose their wanted status.

    Also, not sure how long it currently lasts, it could be changed to last a bit longer as well since they have the option to run to them. Just another thought.

  10. The Bug You're Experiencing: Printers in the bank vault seemed to glitch out suddenly and started to cause extreme lag.

    Can you reproduce the bug, if so, how?: I would stack the printers like this quite often, this is the first time it's happened. I'll avoid stacking them like this from now on, just wanted to show it occurring.

    Examples of the bug (images, videos)https://medal.tv/games/garrys-mod/clips/awaHnTtvO2I7h/d13376UeXQTv?invite=cr-MSxXOHAsNDc0OTM3Njks

    Right around 20 seconds you can see them start sliding into each other after I start placing the black printer down. I'm unsure what started it all besides me placing that printer. At the time I just thought it was server lag. That's why I pull up the logs, not realizing the problem was right in front of me. It took me a moment to realize it was the printers causing lag and I quickly delete the props around them once I noticed.

    Like I said above, I'll stop stacking them this way. Though I've done it many times and never had an issue with it. Not sure what suddenly caused this to happen in that moment, other than that gmod doesn't like entities. Also unsure if there's really anything you can do to change how the hitbox works, other then make them no-collide but that wouldn't really be a means to stick with. Figured I'd show you anyway, if there is something possible.

  11. 13 minutes ago, Haze_of_dream said:

    By that logic, The argument for /demote works the same way, Correct? Then why was that deemed illegal?

    From my understanding, /demote is just off limits. It should be written in the rules or disabled. However, asking a staff or being warned about it would let you know it's not allowed. From my understanding it's perceived that the Mayor is corrupt and doesn't need any reason to demote his staff.

    15 minutes ago, Haze_of_dream said:

    It's amazing how much you can talk without even reading the report its self.

    I normally don't file for staff failing to do something unlisted unless it's egregious

    Wasn't referring to only the post alone, however it still stands. Watching the video, I don't see Pooshi doing anything wrong that calls for a staff report.

  12. If it's possible with the current addon, I had assumed it was because it has the same wheel and crate system as cs:go. It would be crate specific for items. You couldn't just use all the spam rifles you get from certain crates to expect to get a saber.

    It'll also have the 4 tiers blue > green > pink > legendary. That's 1000 blues for a chance at a legendary. Again, it all gets complicated with it but even then it could be weighted to get certain ones over others when rolling a legendary. As well as add in a common chance to just get money/xporb/aetherorb over an item from whichever case you're rolling up on.

    I think it would work well within the economy imo. It also gives uses to the excessive blues you get when opening crates, instead of having to just let them stack up or be deleted.

     

  13. Made a bad joke, I'm sure he realizes now to never do it again. Not sure when he edited to add that hes been banned for months. Though imo, I feel like that's plenty time to realize his mistake. He wants to come back, give him another chance. I'm sure he'll never make a joke like that again, if hes not being truthful he'll just be perma'd after.

     

    +1

  14. Just as another question, with the last change. The bank vault takes 8 minutes to get the money. Leaving you with 2 minutes to get in and out to fit that 10 minute raid timer. After that 10 minutes, does that just mean the Bankers can come back through again? Or are you breaking the rules for taking too long, is that punishable? Do you just have to kill yourself? Just asking because I saw it mentioned in another forum post.

  15. The Bug You're Experiencing: Not exactly a bug, but seems like it's not working as it should be intended. While raiding the bank vault, I was running around the room destroying printers. At some point I ran out of bounds and the timer reset to 20 minutes. The distance for stealing from it should be that whole room.

    Can you reproduce the bug, if so, how?: Just start robbing the vault and test the range before it resets.

    Examples of the bug (images, videos):

    896eb55e16c29c4141d021588d132b72.jpg

    Watching back the video. When I walked into the corner to destroy a printer that was there, the timer resets to 20 minutes.

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