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FRG DEADLOCK STREET BRAWL...
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01-28-2026, 09:43 PM
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YO THIS LEMON GUN
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crab appeal
Forum: Ban Upheld
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2025 SECRET SANTA ($200+ ...
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Albert Wesker Unban Reque...
Forum: Unbanned
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Partial discord unban v2
Forum: Unbanned
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cheny unmute appeal
Forum: Unbanned
Last Post: John
11-02-2025, 09:56 PM
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Thank you guys :)
Forum: Departures
Last Post: Malicious Player
10-08-2025, 06:44 PM
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TTT Killcard Art Submissi...
Forum: Suggestions
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Member Application
Forum: Approved
Last Post: John
09-24-2025, 01:27 AM
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| name tag/description tag |
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Posted by: the cheny - 03-29-2018, 02:56 PM - Forum: Suggestions
- Replies (7)
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i imagine this has come up before, but i think a name tag or description tag would be cool, and i understand this could be abused to put racial slurs on things but you could set some kinda word block on it, or just have enough trust people wont do this, it would add something cool to special weapons or things sentimental to you, or it would be used to meme but whatever.
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| Container Items QoL |
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Posted by: Bathory (She/They) - 03-29-2018, 06:03 AM - Forum: Suggestions
- No Replies
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Something super simple to make it easy would be the ability to give a 20character long description that can be modified by the user on any container items. Backpack and badges for example.
Or atleast preset descriptions based on what is in it.
Highest Rarity:
Average Itemtype:
Keys:
Crates:
as examples.
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| Teaming in Sword Minigame |
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Posted by: Man - 03-28-2018, 11:51 PM - Forum: Suggestions
- Replies (4)
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While I don't think that teaming up on an enemy is necessarily a bad thing for the sword minigame, I think that there should be some balances for taking on more than one enemy at a time. Hence, I propose that if you take damage or parry more than one attack within a given period of time (or a mix of the two), you could be able to trigger a "revenge strike" that does a 360 sweep all around you. This attack will deal 50 damage to those that are hit and heal you for 10hp for each enemy struck. The revenge strike fades after four seconds, so you can't hold it to use it in a later fight. This would balance the tides a bit, and make it so that people have a reason to fear sneaking up on a vulnerable enemy.
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| RDM AND LEAVE? actually had to go.... |
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Posted by: drkillroy - 03-28-2018, 03:25 PM - Forum: Unbanned
- Replies (1)
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Steam Name (Current): dreggroy
Steam Name (During incident): dreggroy
Steam ID: STEAM_0:1:29864669
Steam Profile Link: http://steamcommunity.com/profiles/76561198019995067/
Name of staff you were banned by: ZombieNinja975
Length of the ban: 7 days
Would you like your ban shortened or repealed?: Repealed
Reason for ban: RDM and leave
Did you commit the actions stated in the ban reason?: Yes
What really happened?:
I was fooling around and shot micro. I shouldn't of done this but I guess I took it too far. It just so happened to be that Micro was a traitor. Some easter rounds happened, still no slay. I was waiting for my slay patiently, and I eventually had to go because I have school in the morning.
Additional details: I understand why, its kind of funny that somebody could've slayed me before an easter round instead of waiting and get me banned instead of slayed. I recall a few rounds passing , which led to a crash of my computer, which also led to my 7 day ban for rdm and leave
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| Fix the First Prayer |
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Posted by: ZombieNinja975 - 03-28-2018, 03:25 AM - Forum: Suggestions
- Replies (8)
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I took the first suggestion for this down so I could get my point across better with this gun.
The First Prayer is a limited time godlike that came from easter egg 2's. It is a shotgun that levels up to 10, where it gets a new model and has a chance to ricochet bullets. But most importantly, its really bad. Many people will 'ew' at the gun being linked or selling.
When you use the right click with the first prayer, holding it after a few seconds will shoot a more condensed shot. After this theres about 5 seconds where even if held it cannot shoot another right click. Neither of these show a cooldown, and most of the time when I personally try to use it in a gun fight, im dead before the right click shot is shot.
The right click isnt overpowered, it can one shot but only when practically directed to the head. At point blank range.
The guns model is bulky to where when shooting, it along with arms block most of the screen, making following a target very difficult.
The gun's proc is practically useless, rarely hitting a reflected shot for around 15 hp.
Im suggesting:
-a little bar that shows how long until it can be shot again, similar to the godswords special bar.
-make the right click instant for the shot, but give it a longer cooldown (small timer for this?). This would help since its hard to tell when you can use it with it having a delay before shooting and before using again after shooting.
This gun needs to be changed. People who have it won't use it because of how bad it is. This gun being an 'old godlike not many people have/use' shouldn't mean it doesn't deserve a retouch. The bloodfury, an already powerful gun, had the lower health more damage proc, then after a while, got another unique perk added to it. I believe this was intentional from the beginning of the gun but my point is this shouldn't go ignored.
I'm not asking for a new, better suffix. Im not asking for a damage/firerate/range buff. Im just suggesting that we please give the right click a cooldown bar of some sort to make this gun something people like to use.
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| Mini-game Chaos |
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Posted by: beachbeans - 03-27-2018, 11:30 PM - Forum: Suggestions
- Replies (1)
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In the past few days I have been playing a lot of TTT and that means I have had the pleasure to play a ton of mini-games. Everytime a mini-game comes on there is two types of people that make their voice heard, those excited to play and those less than excited. I'll be honest and say that I am one of the less excited people nowadays, but only with two mini-games, OCC and Sword Fights. While I may not enjoy playing them, I still love the idea and want to see them brought into a better light. To start, I will discuss what I think needs to be adjusted for OCC to be more enjoyable for everyone.
ONE CLIP CHAOS
As of right now, OCC is pure mayhem when its played. I love this type of chaos but I feel that it might need to be toned down a bit to be more fair for the players participating. I suggest that the spawn timer should be increased, ever so slightly so people are not spawing and dying constantly, give them a break from the disorder. Along with that, perhaps adjusting spawn points to have more space in-between players when the server has above average traffic. I cannot express how many times I, alone, have been spawned into someone else, leading to me getting killed without having much of a fighting chance. I understand that this problem may be difficult to fix due to high traffic being so unpredictable, but I feel that this problem could be somewhat minimized if spawn timers were increased. The second problem I have with the gamemode is how people give up if they get close to the end of their magazine, then asking someone to kill them so they dont lose their progress. In order to avoid this I think there should be a timer for each weapon. For example, you get 30 seconds to get a kill or else it goes back to the previous weapon. I think this would require people to "participate" more and not sit there asking to be killed. I know these problems are minimal but I feel they would make the mini-game more entertaining for a lot of people. Next I have suggestions on how to make Sword Fights more enjoyable.
LONGSWORDS
To start off, I adore Longswords, but I still feel there is room for improvement. Everytime I have played this gamemode I see some fights that end in seconds and some that gone on for minutes. The longer fights are not because of people running but because each fighter keeps swinging, blocking, swinging, blocking, etc. These exchanges are fun but silly to watch and in order to fix this I suggest that people blocking should take minor damage. So when a player blocks an attack have them take 5-10 damage to make sure they arent just trying to play too defensively. Some may argue that "if playing defensively works then you do it too" but this leads to fights that take forever and that is boring for most people playing. I also suggest that there should be a stamina bar for this gamemode. I feel that if each attack used stamina, it would make players think more stratigically and reduce the amounts of random swinging to try hitting someone. Blocking wouldnt use stamina but the player defending would still take damage through their blocks. My last suggestion is to get rid of the -75% gravity on this gamemode. While -75% gravity can be fun, I feel that this makes the gamemode much less enjoyable and more frustrating than anything.
I know many of these suggestions may be hard to impliment and may even be unnecessary but I like to make sure everyone has a good time. While I may not express it all the time due to my salty nature, I love all the mini-games and want to see them enjoyed more than they are right now.
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