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Xavier

Council
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Posts posted by Xavier

  1. While the evidence at play isn't compelling enough on its own to warrant a ban, we trust and stand by our administrator's decision at the time. Our policy is to only ban when an infraction is being committed without any doubt.  AKA we would rather let highly suspicious behavior slide until more evidence is gathered than to punish innocent players. I will therefore let the administrator who issued the ban once again make use of his best judgement.

     

    Here's my personal point of view regarding those two clips;

    In the first clip, a proper "pro" crosshair placement would be where the head is most likely to pop up upon the first point of engagement-- the stairs; not the floor.

    As for the second clip, sure you may very well have somehow managed to predict his velocity running behind the concrete slabs which would require a ton of mental processing power to execute so perfectly. Then you turn around, reload for an eternity and a half and come back just to shoot precisely in his chest. Sure, this could be explained as a random shot in the dark in hope to wallbang someone. Nothing uncommon. But then, how would you explain managing to predict exactly at what point in time he would start moving (if he was there) and where he would go? This all seems highly unlikely.

    • Agree 2
  2. As requested by a vocal majority, the silencer modification has received an important change.

    Its damage reduction was reduced from 20% to 15% yesterday. I look forward to hearing your feedback regarding this change.

  3. I'm going to upvote this appeal. Don't try to cheat again. If you do, we will catch you and you will not be able to request another unban.

    Je suis pret à te donner une deuxième chance. Par contre, si tu essaies de tricher encore je te promets qu'on va t'attraper et ça va être un ban permanent à ce moment-là.

    • Love 1
  4. Of course, but I'm not going to download every single public workshop addon and buy all the paid scripts to just make a carbon copy of every other server out there. I'm not saying I want to completely avoid those sources, but I don't want the server to become saturated with shit

  5. Hello everyone! 

    I've decided I'd like to bring back the roots of my Garry's Mod prime time- TTT!

    For those not in the know, I'm currently moving to the states which has basically put a halt on everything but my thoughts.

    Our TTT server will be mainly vanilla with these added tweaks:

    - Better and sturdier CSS-like weapons

    - Curated map pool currently containing 317 maps (Does not include any new fancy popular map released after 2014)

    Our TTT server will NOT have: pointshop/PACspectator deathmatchroll the dice, gambling gimmicks

     

    I'm making this announcement post with two goals:

    1. I want to know what makes a TTT server iconic and brings it to life in your eyes

    2. I also want map suggestions (Send me links of specific maps- not collections)

  6. Even though CW2 and FAS2 are basically the same, I've modified FAS2 heavily to have it integrate flawlessly with the gamemode and make some balance changes. I don't want to have to maintain two weapon bases so we'll be sticking with FAS2 unless there's a huge uproar for the complete switch to CW2. I think the weapons are fine how they are currently. We have a good amount and good balance. The M16 is really the only gun I feel is missing along with a proper troll bow.

  7. Stating the point of this post for those who completely missed it: To gain other points of view and suggestions at how to tackle the issue without dulling the game for existing players

     

    One of the most prominent issues with our DayZ gamemode has to do with new player retention.

    When a new player comes online, there isn't much to guide them on what the server is, or how to properly enjoy it. People also have a hard time seeing the 'end game' part of it. I'm planning on bringing back the loading screen we used to have that details out the gamemode as well as perhaps making the "Newbie guide" more visible. That's good and all, but I want to bring up a sensitive topic.

    I'm afraid the arrival of highscores (highest total kill count, highest killstreak, etc) and people wanting rewards for becoming a bounty will further encourage ruthless slaughter of newbies. I don't want to get into the whole permanent friendly / bandit realm as it really feasible in the long run. I also don't want to have glowing players with say a 30 second "spawn immunity" as that just breaks the immersion.

    However, we've been brainstorming on something that has the potential to be successful. We want to discourage those ruthless kills that effectively doom the future of the server's popularity. We see a few potential ways of achieving this.

    1 - Categorizing new players with a "noob" model (Ghillie suit?) or a green crosshair outline when aimed at. This categorization would have to be done through levels (e.g someone under level 3) or a combination of play time (Say 12 hours)

    2 - A penalty would have to be applied for damaging or killing these freshies (Unless they shoot first). This would either be through:

    2.1 - Damage reflection (Say you hit a noob for 50HP, you would lose 25 (rates up for discussion))

    2.2 - Not incrementing your frag count or even lowering it. This way you can't just ruthlessly farm noobs to boost your E-Penis in the  highscores or become a bounty

    2.3 - Loot could simply not drop or be partially destroyed during the death process. I've been thinking about making the painkillers you spawn with not drop on death

     

    Reminder: A lot of you complain about the lack of population, but the first thing you do when you get on is brutally slaughter the future of our player base. Let's address this, together.

     

     

     

    • Love 2
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