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New rules discussions(v3?) |
Posted by: Brassx - 01-23-2019, 06:42 AM - Forum: General
- Replies (14)
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I was thinking about how much you can get away with as a Traitor, and because of that a lot of T weapons are simply not utilized (Flaregun, decoy, etc).
I think we need a massive refactoring of some of our core rules (Kos off locations, sound, and other info).
Some rules I was thinking of refactoring/expanding upon is the Traitor baiting rule, and changing it into a "Committing Traitorous act = kosable" rule, as follows:
- Committing traitorous acts makes you kosable (Obvious right?)
Traitorous acts could include(but not limited to):
- Walking through/BLATANTLY avoiding bear traps.
- Blatantly fleeing the scene of an UNID'd body, or ignoring unid'd bodies. For instance, if someone is fleeing a room and you see a body in there, but saw no call outs between the two, you should be safe to kill said person. It's on them for not calling out the other person if they happened to be Innocent. If they did call it out and you missed it and kill them, you could take a slay. (Decided at staff discretion if reported)
- Shooting at or near someone. This does Not include OBVIOUSLY shooting at a wall or consensual testing of weapons by shooting in legs.
- Exploding explosive barrels near someone.
- Planting C4 or remote bombs.
- Having T weapons without calling our you have one from a dead traitor. Even using one from a dead traitor is a risk you have to take as an innocent.
- Damaging or killing others, UNLESS for self-defense. However, it's a little hard to prove if self defense. Any thoughts?
Another thing is logical rules:
- Reasonable* logic should be allowed, that is, figuring out who a T is without directly seeing the actions they comitted. To be decided on a per-case basis. This includes but is not limited to:
- Using information on bodies or other situations(to be expanded on later) to form a conclusion beyond a reasonable doubt, that a person is a T.
This is hard to pinpoint as it can be very situational and vary VASTLY depending on the situation and context, but for example, if you ID a body and it shows they died only a few seconds ago, but you saw someone fleeing the scene with the same weapon(with no other ways to escape), just before you found/saw the body. You should be able to piece together and rightfully KOS the person fleeing the scene. But be prepared to take punishment if wrong.
Or if it says who they are last with, with 0 call outs of any kind, and you saw the same person fleeing the scene. That should be allowed, do any of you agree?
- Hearing a battle right around a corner or inside a room next to you, upon entering the room and seeing dead bodies with no call outs, you should be able to assume the person left standing is a T, and have no need to give any warning before killing them. Simply because there were no call outs, that's their fault if they were innocent, and could fall under "confusion caused by T" in the end. (Kill from the grave!)
If you are reported for killing someone and you were correct, you must state very clearly in the report response - your entire logical process. Any holes in your story could/would most likely lead to you being slain. But if its a plausible explanation and the logs add up reasonably to what you've said, the report should most likely be settled with no slay.
- More to be added as we discuss.
*Reasonable logic to be determined on a per-case basis based on the discretion of the staff online
What do you guys think so far? There's a lot more work that will need to be done, but this could be a start and I'm interested in seeing if you guys agree with what I've stated above, or what you would change. TTT is supposed to be a mystery solving game, and that fun vanishes when you can't even use information to piece things together, and instead, have to wait until you're being directly shot at or 1st hand witness someone killing someone else, not to mention it makes it way more 'run in gun hold M1' for T's, since they can get away without needing to hide bodies, burn them, or ANY of that. All the info but DNA is useless on bodies with the rules as they are now.
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How 2 Implement Inventory into ZS :pog: |
Posted by: Mex 4 Member - 01-22-2019, 02:08 AM - Forum: Zombie Survival
- Replies (7)
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I was thinking we could implement our inventories into ZS by sorting the rarity the weapon by tier. so...
Tier 2 would be Legendaries
Tier 3 would be Prims
Tier 4 would be Godlikes
Tier 5 would be Celestials
Tier 1 you would have to settle with the weapons that are in the game already.
Thanks.
Oh and also I was wondering how suffixes would work...?
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Remove injury slowdown |
Posted by: Fuzzy 'Mc-Cones' Mcnomnoms - 01-21-2019, 11:23 PM - Forum: Zombie Survival
- Replies (2)
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Many of the zombies are already quite fast or have the ability to slow you down. It's already hard enough to get away from them if you're caught by them, getting hit slows you down to a point where it's nearly impossible to get away. Removing the movement penalty from getting hurt, or perhaps limiting it to below ~30% hp makes it a lot easier for survivors to get away while not making it too much harder for zombies.
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Give zombies respawn time. |
Posted by: TJ1524 - 01-21-2019, 10:04 PM - Forum: Zombie Survival
- No Replies
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At least for wave 1. Default zombie is pretty much a tank and eats a lot of ammo. Make him weaker for at least wave 1.
Or maybe the more you die in a short time span the more respawn time you gain, up to a mex of 5 seconds. Maybe only for lower amount of people?
Zombies can do some nutty stuff, especially if people use nests. We just had a game where two zombies took down 9 people on wave 1 after they had a good enough barricade and should have survived longer.
Also don't let boss spawn on wave 1.**
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Patchnotes 01/21/2019 |
Posted by: Brassx - 01-21-2019, 08:55 PM - Forum: Server Patchnotes
- Replies (2)
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The FRG Lobby is now currently open for all! With it comes a few guidelines to help any newbies that may join.
- Be respectful to everyone, including new players. Consider taking them to try events. Those who do this may get a shiny new badge to show off (that has storage built in to it!).
- Staff should follow our general guidelines in the rules section, but be a little less strict on the Lobby. The lobby should be a place to chill and hang out. Powers should be used last, communication should be the go to before any kicks or bans.
In other news:
- Switched all servers to the new download system. Most of our content is now on the workshop, and the rest is downloaded via fastDL. This should help resolve any of the shitty mounting issues that happened from the in-game DL system (which is now removed).
- Added a discord icon to the chatbox that links to our discord.
- Fixed a few bugs involving the Inventory UI.
- Adjusted some server settings to improve networking.
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ZS Suggestion |
Posted by: Mex 4 Member - 01-21-2019, 05:05 PM - Forum: Zombie Survival
- Replies (1)
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I know we don't know many specifics of what is going to be in the game mode, but I was thinking of maybe having chances for random zombie boss rounds. Instead of a ZS round it becomes a ZS Boss Round where there is one mega zombie boss and everyone has ~1 and 1/2 min to barricade in the house, so that it doesn't just begin and everyone gets massacred. Maybe people could revive as Zombies after being killed slightly like Spider Queen rounds.
Also possible minigame rounds where zombies have different effects on them or humans have different effects. Maybe increased jump height or speedy rounds would be pretty cool, but no OBC or anything like that.
Let's also have Black Parade make some cool maps for ZS also. Black Parade
Also add abandoned mall with anime shop.
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Rules for this section. |
Posted by: Brassx - 01-21-2019, 02:50 PM - Forum: Zombie Survival
- No Replies
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Please use this section to only suggest things for the Zombie Survival server. Anything unrelated to it will be removed.
If you have a suggestion for the Inventory in general, use the other sections. If you want to suggest an item unique to ZS, you can use this section.
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