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Latest Threads |
[BUFF] Shotgun
Forum: Buffs, Nerfs, and changes.
Last Post: Excel
11-17-2024, 02:43 PM
» Replies: 1
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Default SG's are a bit po...
Forum: Suggestions
Last Post: Danger
11-15-2024, 06:35 PM
» Replies: 28
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A Tier between Legendary ...
Forum: Suggestions
Last Post: Terran
10-26-2024, 11:02 PM
» Replies: 43
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Dylansonfire Member Appli...
Forum: Denied
Last Post: Not John Smith
10-25-2024, 12:08 AM
» Replies: 21
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Selling bellum
Forum: General
Last Post: Terran
10-21-2024, 04:45 AM
» Replies: 5
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Member Application for th...
Forum: Denied
Last Post: Not John Smith
10-10-2024, 09:32 PM
» Replies: 6
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Re;Application Of The Clo...
Forum: Denied
Last Post: Not John Smith
10-07-2024, 03:10 PM
» Replies: 7
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Noctt's reapplication
Forum: Approved
Last Post: Not John Smith
10-07-2024, 03:08 PM
» Replies: 14
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Spoder Member application
Forum: Approved
Last Post: Not John Smith
10-07-2024, 03:07 PM
» Replies: 17
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perm ban appeal
Forum: Unbanned
Last Post: Not John Smith
09-26-2024, 06:52 PM
» Replies: 1
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Lost my Latest downtime bag |
Posted by: Deathrage - 04-13-2020, 02:18 AM - Forum: Bug Reports
- No Replies
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I got my trashcan from playing after the downtime and went to lobby before i opened it to craft a rune, when i loaded in i noticed the bag and everything in it was gone, can it be replaced or something?
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Melee Rule change or Toy hammer nerf. |
Posted by: Mr. Diklano - 04-12-2020, 08:35 PM - Forum: Resolved
- Replies (9)
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So here we are, i don't even use the forums too much but i've kinda hit a point as have many other players.
Firstly, lets talk about the currently ruling with a melee that i'm aware of. You cannot kill someone for approaching or even swinging said melee at you pretty much no matter the situation as they can be pushing or just using the melee to swing and move around, it's understandable.
Now with this old ruling, we have now hit a problem as alot of melees have been implemented that are maybe on the stronger side making people run around with melee weapons alot more, keyboard and especially the toy hammer. So the main problem right now, if someone has a stacked toy hammer that can deal 300 dmg to me in 1 swing (yes. That can indeed happen) then even if they run at me and miss like 35 swings i have no right to shoot them and they can just him me with a fucking melee awp and 1 shot me.
Now many players seem to be getting annoyed at the melee rulings, like when someone is on really low health and you just have some random pleb chasing you with a melee weapon and getting a completely free kill on you with 0 out play as you have no right to kill them until they deal damage. Terran has now told me he legit just shoots people that are running at him with the toy hammer (i completely understand and i also want to do it)
So now we're at the end point. I'm completely OK with the hammer itself just being nerfed so it doesn't hit like a nuke. But i'd really like the status of the rule to be changed, i don't know how to do this as it's a very hard rule to make more specific since just shooting people with melee weapons out would be stupid, but it also can't be health based as toy hammer can just 1 shot you. i really don't have any personal solution for this. maybe a warning system but once again not sure how well it would work.
Anyways. Hopefully the gamers find out some sort of change because it's pretty frustrating being out gunned by a melee weapon.
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[BUFF] Standard T items |
Posted by: Terran - 04-12-2020, 12:20 AM - Forum: Buffs, Nerfs, and changes.
- Replies (3)
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Why use fun T items when they just get you KOS'd and leave you vulnerable (without a weapon out)? Its not wonder that 95% of the player base just buys passive ones and uses their guns.
A change could be that the draw and holster speed of all T items is doubled. That's it. You can take 'em out faster and put them away faster, instead of this slow, crummy garbage.
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04/10/2020 - The Bruhssx moment. |
Posted by: Brassx - 04-11-2020, 07:28 AM - Forum: Announcements
- Replies (17)
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Today marks one of my greatest fuck ups in the some 7 years that I've been working with gmod Inventory systems.
Last night, I rushed out a fix for a major bug, with what I thought was extensive testing. I simply didn't rejoin to test if everything was being saved/loaded properly after the fix, I assumed it was all good. Boy was I wrong.
This small 1 line oversight caused the worst duping FRG has ever seen on this scale. I was sleeping most of the day, so I woke up late to pretty much pure chaos. After working on it from 8Pm to what is now going on 5AM. I can confidently say I have cleaned up most of this mess I have caused. Not ALL of it, but most.
All in all there were a lot of high end items, and coins duped. Surprisingly a very FEW amount of people actually exploited this.
I ended up having to scramble and think of quick ways to get and analyze the data we have, due to my fuckup, checking item unique ID's wasn't an option (the fuck up stems from the item UID's actually changing upon putting them in storage, due to a 1 line oversight), which is the foundation for my robust dupe detection methods. So all of these completely flew under my detection systems.
I wrote a script to get all players who've played since I applied the fix above, and then go through all of their items in every database (bank, inventory, storage, etc), print out any suspicious stack amounts to a file, then myself and the awesome staff in discord tediously went through and picked out the really suspicious entries. Which I manually went in and repaired.
After that I had to write a system to use the same player list above, but instead cross-reference every single item with every single other item, from the pool of players. This allowed me to print a list of items that were likely dupes (matching stats/traits is HIGHLY unlikely for a lot of weapons, as they are saved as float values (0 - 1 with decimals)). After I did this, the awesome staff team yet again helped us out greatly, by helping me go through every entry and add the really suspicious ones to a spreadsheet.
Once I had this data, I had to implement various solutions. One of them was automated, the rest I fixed by hand. The automated one added any items that were at risk of being deleted, but weren't dupes, to the Item Queue from storage. So when you join if you get spammed with a ton of items, they were removed from your storage devices due to this bug potentially breaking them. If you happen to get multiple of an item, or notice one is duped, please do inform me.
TL;DR - I fucked up, staff is awesome and helped me out greatly by going through a buttload of logs. when you join if you get spammed with a ton of items, they were removed from your storage devices due to this bug potentially deleting those specific items. If you happen to get multiple of an item, or notice one is duped, please do inform me.
I will be booting the servers back up momentarily. Thank you all for your support, and I'm terribly sorry for the major inconvenience I have caused you all. I'll make it up to you
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Niles Member + App |
Posted by: Niles - 04-11-2020, 06:57 AM - Forum: Denied
- Replies (1)
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Steam Name(Current): Easter Daddy Niles (But most of the year my name is just: Niles)
SteamID (Just cause): STEAM_0:1:44632877
Age:17
Current Rank:Member
Have you ever been banned and why: Today I was Perma-ed for 2 minutes for duping stuff, and I think I'm still trade banned from the affair.
Why would you like to be promoted?: Because I play the server so much I rubbed my mouse pad bare in one spot over the course of the Easter Pass and it's only 4 days in.
Why do you think we should promote you?: I have been a consistent member of the community for a year and a half at this point and I get super bored every time I die, so instead of doing Coin Flips I think the time would be better suited sorting through reports.
Do you have any administrative experience: One defunct server called Crystal Network Gaming. Averaged about 8 users daily and I was only Mod but it was fun.
Do you agree to FRG's policy on applications(yes or no): Yes.
Additional Details: Aye I had the balls to submit my Member + after getting permad for a Duping Scandal not 2 hours before, you gotta give me at least a little credit for that. Also you may be like "Euuuugh this guy just got Permad for dupoing he'd make trash staff!" and I'd say "Fair, I'm posting this cuz I'm confident in my merits even if I duped shit lol."
and i hav big dik lol
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ow oof ow please help me |
Posted by: goet - 04-11-2020, 04:03 AM - Forum: Shit Posting
- Replies (1)
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ouuch oof owie my penis burn ow aagh ack please help bro ow ow owwww owieeeeeee ples help bro i got gonorrhea bro can i borrow some antibiotics ow ouchie oofie owiee aa my dickhole is burning bro owwwwwwwwwwwwwww ccccc cc hhh it hurtrs when i pee bro it hurrrrrrtss my penis is yellow bro ouchhiee aaaaaaa i cant jack off no more it hurts when i touch it aaaaaaaaccccccccc aawaaaaaaa its leaking brown fluid bro it smells like copper aaaacgaagaggaghghghghgh aaaaaaaghhhh ow oh fuck its bleeeding again aAAAAAAAAAAAA oh shit oh god oh fuck take me to the hospital bro aAAAAghh i cant stand up straight feels like i dunked my nuts in a campfire bro AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA OH SHIT OH FUCK THE NUT FELL OUT MY LEFT NUT HAS ESCAPED MY BALLSACK BRO HOLY SHIT ITS WALKING ON THE FUCKING FLOOR WHAT THE FUCK WHY DOES MY NUT HAVE LEGS BRO THE FUCK IS THIS AAAAAAAAAAAAaaaaAAaaAaaaAAAAAAAAAAAAAAAAAAAAAAAA MY OTHER NUT JUST FUCKING BURST BRO I GOT NO NUTS NO MORE OH FUCK WHY IS IT GREEN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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Monthly Item: Mage Gloves |
Posted by: Terran - 04-11-2020, 12:43 AM - Forum: Suggestions
- Replies (4)
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The Mage Gloves would take over the secondary slot and function as a special weapon. Similar to the Creed (Book) we have, it comes with several versatile spells to swap to on the fly. Differing from the book, however, is that the Gloves will have a "Mana" counter (Ammo) that starts at 50% a round and regenerates about 1% every 2 seconds. Spells cost varying amounts of Mana.
The main change is that you can equip Four spells at a time, but there are more than four total, which can be added in via a menu on the item in your inventory.
There are four spell Equip slots, which can be cycled via right-clicking with the Gloves equipped.
Note that newly spawned Mage Gloves come with 4 spells randomly selected. If you have a second pair of Mage Gloves, you can add the spells it has to your own Gloves, destroying the used ones in the process. This unlocks more spells to equip!
UNLESS SPECIFIED, spells must be cast standing STILL.
Spell #1: Vortex
Cast Time: 1 second
Mana Cost: 20%
Range: Unlimited (Within view)
Length: 10 seconds.
Cooldown: None. (One Vortex at a time.)
Effect: Upon beginning a cast of Vortex, the area you're aiming at will begin to throw around dust and dirt. After a second passes, it'll make a loud whooshing noise and start a small whirlwind where cast. Anyone but the caster who enters the whirlwind will be slowed and have their ammo leeched. Leaving the whirlwind has these effects persist for several seconds afterwards. Any ammo leeched goes to the caster.
Spell #2: Corpse Leech
Cast Time: 1 second
Mana Cost: 0%
Range: Touch
Length: 8 seconds.
Cooldown: 1 minute.
Effect: Cast it on a corpse to "Leech" mana from it, similar to the Creeds' healin function. Doubles Mana Regen rate for 1 minute.
Spell #3: Shackles
Cast Time: 2 seconds
Mana Cost: 15%
Range: Long (1800 units)
Length: 20 seconds.
Cooldown: 40 seconds.
Effect: When cast on another player, you're "Shackled" together and any movements you make, they will also make. They can still move and shoot, but whatever movements you make take priority. Must be "Charged" during the cast time and landed accurately, like the Swap Blaster.
Spell #4: Flurry
Cast Time: Instant
Mana Cost: 25%
Range: Self
Length: 30 seconds.
Cooldown: 60 seconds.
Effect: Increase Firerate and Mobility on self by 15%. Increase damage taken from all sources by 5%.
Spell #5: Mana Shield
Cast Time: 5 seconds.
Mana Cost: 50%
Range: Self
Length: 60 seconds.
Cooldown: 60 seconds.
Effect: Cast an absorbent shield on yourself, causing 50% of any damage taken to be drained from your Mana pool instead of life. 100% Mana is 100, so essentially 100 extra HP. If you take 90 damage, your HP will take 45 and your Mana 45. If you don't have the mana required, HP is taken instead.
Spell #6: Light Arrow
Cast Time: 1 seconds, 0.5 seconds, 0.2 seconds, instant.
Mana Cost: 10%
Range: Average (1200 units)
Length: Instant
Cooldown: None
Effect: When cast, fires a semi-tracking arrow of light that does 25% damage to whoever it hits. If you cast it again immediately, the cast time is reduced until the fourth cast, in which it is instant at that point. Every cast increases the next casts Mana Cost by double. 10%/20%/40%/80%.
Spell #7: Overflow
Cast Time: 5 seconds.
Mana Cost: 100%
Range: Self
Length: 40 seconds.
Cooldown: N/A
Effect: Immediately after casting, enter Overflow. A timer begins and after 40 seconds you will instantly die. While in Overflow, Mana instantly recharges to 500% and quadruples in recharge rate and all spells are cast twice as fast.
Spell #8: Imbue
Cast Time: 5 seconds.
Mana Cost: 30%
Range: Self/Touch (If other player)
Length: 60 seconds
Cooldown: 30 seconds
Effect: When cast on yourself or another player, increase all stats for whatever weapon they're currently holding by 5% for the duration. Does not stack.
Spell #8: Sprinkler
Cast Time: Instant
Mana Cost: 2% a second.
Range: Very Close (<200 units)
Length: N/A
Cooldown: N/A
Effect: Can be cast while moving. When casting Sprinkler, the area around you becomes wet and puts out any fire effects on the player or world. If shot while channeling Sprinkler, the player damaging you gets temporarily blinded by water splashes. To put out a fire DOT on self, must be held for at least a second or two.
Spell #9: Totemic Golem
Cast Time: 5 seconds
Mana Cost: 30%
Range: Touch
Length: 120 seconds
Cooldown: 120 seconds
Effect: Summons an immobile totem that will hurl globs of mud at anyone who damages you near it, dealing 10 damage and slowing them temporarily. Standing near the Golem will lower damage taken from all sources by 10% for any players there.
Spell #10: Shadow Realms
Cast Time: 2 seconds
Mana Cost: 20%
Range: Medium (800 units)
Length: 60 seconds
Cooldown: 30 seconds
Effect: Summons a fog of darkness similar to the Smoke Grenade, but doesn't affect the caster (Can see through it). Can dissipate if enough bullets are shot through it.
Spell #11: Curse
Cast Time: 1 second
Mana Cost: 25%
Range: Medium (800 units)
Length: 30 seconds
Cooldown: 30 seconds
Effect: When cast on a player will dim their vision and lower all stats on equipped items by 5% for the duration.
Spell #12: Cataclysm
Cast Time: 5 seconds
Mana Cost: 100%
Range: Self
Length: N/A
Cooldown: N/A
Effect: When finished casting, explodes the caster as in a manner similar to a Jihad, causing great damage over a wide area. If the caster is a Traitor, Cataclysm deals 50% less damage to their allied Traitors.
Spell #13: Coming soon?
Cast Time:
Mana Cost:
Range:
Length:
Cooldown:
Effect:
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(Not a joke) Boot Slot |
Posted by: Terran - 04-09-2020, 02:20 AM - Forum: Suggestions
- Replies (9)
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With how insanely strong guns are right now, and the fact that we're a Runescape/Terraria server anyways, I figured we need a new equipment slot: BOOTS.
Boots would have simple "Stats", but the main focus would be various modifiers that would "Modify" how they work, along with a base tier. The Tier ranking would mostly determine the rarity and the number of potential slots for a Modifier. Modifiers are usually good, but some may have good-and-bad things about them. Modifiers CANNOT stack!!
Unlikely Boots [Bronze] (The minimum tier) would have 1 max Modifiers.
Rare [Steel] would have 2,
Legendary [Rune] 3,
Primordial [Dragon] 4.
So, you could have, for example: "Armored Dragon Boots of Springy, Slick, Heavy".
Stats would be as follows:
Bronze:
Jump Height (-5% to 10%)
Fall Damage Reduction (0% to 15%)
Bonus Health (5% to 15%)
Bullet Deflect [Take half damage from a non-headshot] (0% to 5%)
Suffix Deflect [Chance to half the length of any suffix] (0% to 5%)
Speed Keeper [Chance to ignore anything that inflict a Mobility penalty] (0% to 10%)
Steel:
Bronze:
Jump Height (0% to 10%)
Fall Damage Reduction (+5% to 15%)
Bonus Health (10% to 15%)
Bullet Deflect [Take half damage from a non-headshot] (5% to 10%)
Suffix Deflect [Chance to half the length of any suffix] (5% to 10%)
Speed Keeper [Chance to ignore anything that inflict a Mobility penalty] (5% to 10%)
Rune:
Jump Height (+5% to 15%)
Fall Damage Reduction (10% to 15%)
Bonus Health (10% to 20%)
Bullet Deflect [Take half damage from a non-headshot] (5% to 15%)
Suffix Deflect [Chance to half the length of any suffix] (5% to 15%)
Speed Keeper [Chance to ignore anything that inflict a Mobility penalty] (10% to 15%)
Dragon:
Jump Height (+10% to 20%)
Fall Damage Reduction (15% to 20%)
Bonus Health (15% to 20%)
Bullet Deflect [Take half damage from a non-headshot] (10% to 20%)
Suffix Deflect [Chance to half the length of any suffix] (10% to 20%)
Speed Keeper [Chance to ignore anything that inflict a Mobility penalty] (15% to 20%)
Modifiers can include such things as:
(Not that not all modifers are to be equal, some will be better, others; worse. A modifier with asterix' (*) around them are much rarer, and only ONE can be on a pair of boots at a time!)
Springy: Each jump in succession increases height and lowers damage from the next fall you take. Not jumping for a few seconds resets this.
Bloody Heels: Landing on someone does +50% damage and heals you 25% HP upon a kill.
Slick: When crouching, move 30% faster.
Absorbent: If you take fall damage, heal 30% of the damage taken after a few seconds. Can only occur once every 30 seconds.
Spongy: Be like a Sponge. After losing at least 70% of your health in one hit, gain +25% damage resistance for 7 seconds.
Lightfooted: 25% chance to not be affected by grenades.
Asskicker: When you kill someone, gain 10% damage resistance for 10 seconds. Stacks up to three times.
Heavy: -10% Mobility, but take 10% less limb damage.
*Armored*: +5% damage resistance
*Healthy*: Start the round with 25 extra HP (unrecoverable)
Boot and Belt: Extra +30% reserve ammo and +1 max grenades.
*Nerf NOW*: Take less damage the higher a tier of gun is. (1% for Unlikely, 2% for Rare, 4% for Legendary, 8% for Primordial)
Fleeting: When at 20% or less HP, +20% mobility.
Iron Kicks: Survive with 1HP if your HP is over 90% and the attack delivered was NOT a head-shot.
Full Throttle: Gas, Gas, Gas. Jumping while moving sends you further, faster.
More to come (?)
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Online Users |
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