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  TTT: and what could be
Posted by: Bathory (She/They) - 10-25-2019, 09:00 AM - Forum: Suggestions - Replies (6)

So there was another thread based about innocent rounds being Image so here is my spin on a few mechanic tweaks or new updates entirely to spruce of the quality of gameplay.

Round Modifiers

Fragment Storm:
Clusters of scrap and fragments are raining down upon the map. Melee the rocks to harvest crafting materials.

Loot Goblin:
Yeah this was already a thing people talked about but its getting listed anyway.
NPC spawns, players damaged it to drop loot orbs from it. Sometimes can open a portal that just spawns a boss round as soon as its entered.
Boss is a giant golden animated statue of a massive monster.

Elemental Distruption:
All Dot suffix/traits are disabled during this round.

Invasion:
PvE npc content, an army of skeletons and spiders charge after the players. (maybe fantasy weapons only for players)

Innocent QoL:

Random Class with varied tweaks to innocents, which players can deny and it will give to another player.

Medic Class: Healing done to other players +20% better.
Ranger Class: Tracks Footsteps/Damaged players locations similar to BloodHound from apex.
Marksman Class: Increased accuracy and firerate. Decreased mobility and clip.
Juggernaut Class: Double health, half damage.
Acolyte Class: Mage boots variant that can only hover. (differnt colour as to prevent kos)
Warden Class: Able to disarm a player by hitting them with the magneto stick (stun baton), deals minor damage when done.

Event Playbook:

New style of 'event'.
Multiple quests would be made, only one would ever be active at once for the entire community for a limited time but they cycle into eachother so its continuously active on one 'event')

Forgotten Minigames: Previous minigames from the limited time events have a chance at happening (with balanced crate drops obv)

Daily Double: All dailies require double progress. Yields better chances for all loot for first full completion. (no timed dailies show up)

Supply Drop: Upon righteous kills, Loot orbs will always drop. (limited number per player)

Loremaster: Oruk has found a glowing scroll, do a quest for him for a skip token for a challenge scroll progress piece. (1 per player, and 1 used max per scroll)

Fishing Frenzy: minimum letter is 4+ for 2 hrs of fishing time for each player during event.

Explorers Glory: All ejoin events give bonus exp/loot for completion. (works like a checklist) (maybe new uniques or minigame unique crate can come from this)

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  Goodnight FRG 14/366
Posted by: zephy - 10-25-2019, 05:47 AM - Forum: Shit Posting - No Replies

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  [Chrismas Event] "Jack's Back!"
Posted by: Major Mon - 10-24-2019, 11:10 PM - Forum: Suggestions - Replies (3)

Event: Jack's Back!

In Chat Text: Santa's been Kidnapped by Jack Frost and he needs your help!
Event starts with a poisoned cookie
-Some Drops for this event included here: https://forerunnergaming.org/forums/showthread.php?tid=9082

Difficulty: Increasing from Easy to Hard Difficulty; First Boss should be easiest with lowest health and an increase in health will be applied to each boss after (Drops should represent the difficulty along with player count)

Location: Lobby Santa Arena
-All players spawn in the center of the Arena with enemies spawning on the outskirts on all sides
-All players use their equipped guns instead of snowballs
-All Drops are based on the level of the boss beaten
-Boss Order is Randomized (Except for Jack Frost, he is always last)
-All players have 200 health

-Most traits and Suffixes work (including beam/ Explosion weapons like Tartarus and Ascultone)
-Drops include Christmas Preset IV and unique drops
-Each Boss has a chance to drop a unique item
-All guns deal the same amount of damage no matter what the weapon is. (The point is to allow for unique and varying weapon loadouts and make use of guns that don't only have good damage)
-All bosses take 1 Body Damage and 15 Headshot damage


Bosses: (This event is a total of 4 boss fights randomized in order but ending with Jack Frost)[/i]

1 Army of Snowmen
-The battle to save Santa starts out with the Arena covered in snowmen try to kill you with snowballs
-Each snowball does 25 damage a hit
-50 to 100 snowmen spawn (Unless this is too much for the server to handle)
-Each Snowman has 30 health

2 Angry Yetis (From Vindictus)
Their attacks include
-a ramming attack where they charge at a player and anyone hit by the Yeti is thrown up into the air and knocked back diagnoally like Stone Golem shield bash in IOD
-a melee attack punch that deals 50 damage (player must be close to be hit)
-A lunge into the air that when the Yeti lands deal an AOE knockback into the air diagonally with the only damage being fall damage.
-Players must pay attention to both in order to survive
Image

2 Polar Bears (Christmas Polar Bear Model from Vindictus)
-The polar bears deal 50 damage and knockback if a player is hit by their swipes
-And Polar Bears will Bite at players also dealing 100 damage
After half Health
-Roar occurs randomly but confirmed at half health: Applies negative 25% Mobility and Firerate to all Players for 25 seconds
-Charges after players grabbing them with a bite
-Applies Snowstorm debuff at a quarter health
Image


Jack Frost: (I was unable to find normal looking models of something that could resemble Jack Frost as a human-like creature)
Jack Frost is a Dragon and with him is A Possessed Santa
You must Free Santa of Jack's Curse

-In this fight, You must fight both Santa and Jack Frost (The Dragon)
-Similar to Oxylus Jewel you must cure Santa of his curse in order to get a Unique Christmas item (Essentially a Christmas equivalent to Oxylus Jewel)

Attacks:
Possessed Santa:
-Santa will do his normal move and throw snowballs at the players and his color scheme while possessed should be changed
-When Santa reaches half health he enters his ultimate mode like normal Santa
-When Possessed Santa is defeated he provides all players will +25% on all stats and heals all players; he will stand on place when defeated and his color scheme will return to normal.
-Every Snowball from Possessed Santa Deals 10 damage

- Jack Frost
-Jack Frost Has Dragon Breath which can freeze players (Freeze lasts 20 seconds)
-Jack will also rush towards players to swipe at them
-Jack can use his tail low sweep players launching them vertically
-Once Jack Reaches half health he will start to fly and use his dragon breath while moving
-Jack does not take damage while in flight and must be downed by shooting his wings.
-When downed Jack receives 3x more damage

His model is a Frost Dragon from Skyrim
Image



I am making a crate/bunch of Christmas weapons suggestion as well and weapons from that post can be used as uniques and from this event. Here: https://forerunnergaming.org/forums/showthread.php?tid=9082

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  Petition
Posted by: Jake1o - 10-24-2019, 05:33 PM - Forum: Suggestions - Replies (8)

While I do like the pre round preparing time being reduced, I don't think post round needed reduced as well. I thoroughly enjoy the post round deathmatch that ensues. It's a nice little break from normal TTT where you just get to shoot everyone still alive. Anyone else think simply reducing the pre round timer was enough and would be fine with post round timer being put back to normal?

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  General suggestions
Posted by: GoldenGuy - 10-24-2019, 06:06 AM - Forum: Suggestions - Replies (1)

QoL Suggestions:
-Double click to quick open 1 crate at max speed
-Allow Loot Hunter runes to stack
-Allow drag and drop for bait into fishing poles
-Consider buffing lyrus loot, nobody does lyrus because the risk/reward is just... meh

Daily Suggestions:
-Fooled you!
-Place x decoys on Traitor rounds
-Clobberin Time!
- Get x rightful melee kills


Weapon Suggestions:
-Broadsword
-Scimitar
-Rapier
-Battleaxe
-Maul
-Greataxe
-Spiked baseball bat
-Remington lever action rifle
-Gauss cannon
-mp40
-Nova shotgun
-More spellbooks that have spells a la skyrim (burning hands, healing, cone of cold, etc.)
-aa-12 shotgun
-a slug style shotgun (tighter spread, better range)

T Weapons
-Poison Dart Gun (shoots poison DOT effect that lasts stupidly long
-Claymore mines (only t buddies can pass through them)
-Shrink Ray, requires a charging time, but when it hits someone, it shrinks them to a tiny scale, and can cause them to deal pitiful amounts of damage and take significantly more damage

Harpoon improvement to where it sticks people in walls if there is a wall behind them, like the crossbow from half life 2

D Items:
-Riot Shield, can be active and passive, will block bullets from waist up when not equipped, has a durability of only so much damage, when active, blocks from front of course
-Stun Gun, basically the disorienting electricity proc effect as a d item

For April Fool's:
-Finger weapons, just literally like fingers in different poses for different guns, and all the gun noises are terran going pew pew pew or bang bang bang or RATATATATATATATA

Crafting Unique:
M4A1 with grenade launcher (double tap r to fire or something)

Other:
Craft Pack
-A crate, could be daily exclusive, much like crystallized to scrolls, could give crafting supplies, and a chance at a prim tier catalyst or something

if i think of anything else, i'll make a post in this thread

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  Goodnight FRG 13/366
Posted by: zephy - 10-23-2019, 11:08 PM - Forum: Shit Posting - Replies (2)

Image

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  Make Innocent rounds better
Posted by: ZombieNinja975 - 10-23-2019, 09:40 PM - Forum: Suggestions - Replies (7)

Innocent rounds need attention. They are the most common and most underwhelming role of TTT. Anytime I find myself getting bored of TTT, it is typically because of the lack of excitement that comes with consecutive innocent rounds. The best way to make innocent rounds more sought after, is to make them special with features unique to them. If you don't use T/D rounds, then you're most likely going to go several rounds as inno, and it can get boring on slower rounds with nothing to do but watch your back. Making things unique to innocent rounds would help make every role EQUALLY desired, instead of most hoping for T or D.

- A good idea would be to bring back a lot of expired crates, but only make them available through a rare clientside spawn similar to cogs, but it would be like a floating ? That only spawns on innocent rounds.

- Make clientside AI like the spiders, that when found can be squished for a chance at an orb. (Ts get plenty of kills and chances, most inno rounds get none.)

- Chance to find a floating locked chest of a varying rarety (common, rare, legend) that gives a 1 step challenge that can only be progressed on innocent rounds by collecting key fragments

- Innocent rounds get default double exp (most innos dont get kills)

- Innocent rounds have a 1/5 chance to spawn a random clientside crate somewhere on the map, where you must find it (exploring maps is fun, and should have more incentive)

I really enjoy finding cogs, but the payout (while worth it) takes a long time and that takes away the excitement of it. Scroll chests are exciting for the mystery of them, and more items with unknown rewards would give much more excitement. These would be giving innocents more incentive to try and stay alive, and to want to actively play.

Small note- with collecting these, there may be issues of floating collectables because of all the mobility options we have, in which id like to bring up someones (sorry on phone don't remember whos suggestion but it was good) idea of having fishing rods equipable in TTT, and one of their uses to use it to grab items found, possibly floating someonewhere unreachable by the player.

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  Ideas For Event Modifiers & Hard Mode
Posted by: The Black Parade - 10-23-2019, 07:02 PM - Forum: Suggestions - Replies (6)

I made up a few ideas for how hard mode ( not including Lobby events/ the new solo boss) should be made for the server. Brass liked the idea of having modifiers for events.

So the first thing though I wanted to mention is if hard mode will be freely open to all players? my suggestion would be to have a minimum level requirement somewhere above Worm Queen. that's all, anyways...

I made a list of modifers to expand ideas for how modifiers should be, including debuffs AND buffs with some cheesy names, kind of like Destiny. Up to you how many modifiers should be on each rotation. Maybe 2/3 debuffs and 1 buff?

Debuffs:

Power Gate - Can only use weapons less than X PWR (think someone mentioned this but I forgot who).

Small Pockets - Ammo reserves decreased by X%

Safety Wheels Off- Healing with items disabled.

One Choice - Loadout refresh disabled (with this in mind, when you die there should be a system that stores information about your inventory when you FIRST join, so reequipping in any way cannot happen. Make sure you got the right loadout before you join).

Increased Horde - Enemies spawn more frequently.

Juggernauts - Enemies spawn with triple the health, but spawn less frequently (have it so Increased Horde can't pair with Juggernauts, and vice versa).

True Champions - Bosses deal double the damage

Speed Run - You have X amount of time to complete this event (depending the average time to complete said event. this could also be a static debuff on each rotation).




Buffs:

Favoritism - *Weapon type* deals X% more damage/X% acc and recoil/X% clip etc.

Power Punch - Melee weapons deal 500% (or some high number) more damage.

Mobility Boost - Each enemy kill grants 5% mobility and stacks to 25% for 10 seconds.

Event specific Buffs/Debuffs


GRIM'S
For hard mode Grim's I think a cap of 6 players is better than having 12. Grim's overall is a beginner event for new players to get a feel for how events work, which makes it ok to have 12 slots in it.

Empty Batteries - Pillars take longer to charge.

Power Hungry - Pillars need 2 lasers.

Boss Upgrade - All pillar bosses shoot lasers, and deal more damage.

Blacker Plague - Rats give Diseased x2.

[[BUFF]] Death Eater - Only Deathclaws spawn.

Blood Bank - The healing orb's battery is increased significantly, but recharge is disabled.


ASYLUM

Empty Batteries - Pillars take longer to charge.

Virus - Zombies have a chance to spawn a headcrab (if that's possible).

[[BUFF]] + Ammo Capacity - Double the ammo reserve.



IOD

Ripped Pages - The book cannot give players extra mobility and healing is reduced.

Worship - Priest takes extra damage to down

[[BUFF]] Hiding Seekers - Reduced seekers

[[BUFF]] Home - Weapons and tiers that come from IOD deal more damage and in general increased stats.

Unstable Spiders - When poison spiders die they leave a cloud of poisonous smoke.


Extra Ideas INCLUDING Lobby events

DEBUFFS:

Death (ripped from risk of rain)-
If one player dies, all players die.

Chaos (also ripped from risk of rain)-
Friendly fire is enabled.

Rolling Fate - Your loadout will be turned into a completely random assortment of weapons, crystals and equipment. Re-equipping your loadout will only randomize it again.

In the Shadows - Every now and again, Mammon will appear to fight.

BUFFS:

Overclocked - All crystals are applied.

Hyper Run - All players will receive a Dragon SMG.

GRIMS:

Better in Numbers - Completing one pillar will complete all pillars and spawn all four bosses. This also applies all debuffs from each pillar

ASYLUM:

No Breaks: Ammo pillar is charge and ready for use. Chip is not needed for charging. You have 20 minutes to complete the event.

[[BUFF]] 20% Done - A random pillar will be completely done.


IOD:

Game Master - Every boss killed, a new modifier will be added to the list.

Blessing With a Twist - All players will receive a book of clergy. When a player dies they will lose the book permanently.

[[BUFF]] Boss Rush - Players start with max ammo and book, and teleport to the 1st boss. After that boss is completed teleport to the Giant Spider and so on (a boss only mode for fun).


WORM QUEEN:

Double the Trouble - Fight TWO Worm Queens at once. Both Worms will be on the opposite ends of each corner.

Lethal Fire Boots - Fire is following you! Keep running to avoid burns.

Last Stand - Start with 1 health

CASTLE:

Ice Check - Every 30 seconds, a random player will be ice caged.

Tornado Warning - Fire tornados will randomly appear from time to time.

Double Time - The boss fight is normal but Glacies will appear on the 1st phase.

Split - After the 1st phase the arena will be evenly split by an invisible wall, and the team will be split on both sides. to break the wall one side must kill their boss.

BLOODWYND:

Secrecy - Bloodwynd will use his spells without any identification for the player.

Capture and Hold - a large green circle spell will appear on the ground. Players must enter that circle to prevent taking damage. the circle will move every couple seconds.

Bloodwynd's Brother: Wyndblood - Two Bloodwynds.

When the Squad Shows Up - Instead of fighting bloodwynd, 5 Mammons will appear.


ABYSSAL:

Hardcore Mode - Abyssal Terror attacks more often and deals more damage.

Heat Seeking - Abyssal's green projectiles tracks you.






Those are my ideas right now. I know it looks like a lot of work, and yeah stat changes is probably all you need, but I just wanted to give some ideas for things to do.

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  a few random buffs
Posted by: Unpoke - 10-23-2019, 04:09 PM - Forum: Buffs, Nerfs, and changes. - Replies (6)

hey gamers, a few random buffs that i think would be great

airang:
its kinda worse than the waterang even in its own niche (waterang (and firerang) feels super good to use, thats where id like all rangs to be), i wish there were a way to keep it in the sky a little longer without having to wedge it (and even then it stops the effect after a couple of seconds)
i also think it should make you even faster

earthrang:
idfk what it does but rn it does nothing??? help?

first prayer:
buff made it feel a lil more ight
wish the right click would be faster tho
(FIX SHOTGUN PROCS)

opchungus DEVOUR:
underwhelming, i wish the stab/acc didnt run back to 0 after a few kills, id rather it cap than do that, please change
also id like to see it do a little more, like maybe something to the clip per kill idk


this is just stuff ive been playin with and experienced personally i havent looked at other things obv but yea gamers smash that like button and subscribe for more content

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  Goodnight FRG 12/366
Posted by: zephy - 10-23-2019, 01:48 AM - Forum: Shit Posting - Replies (1)

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