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Lex_ last won the day on January 7 2021

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  1. In-game name: 1stSFODD OPT Luxord Reason: I'm interested in seeing the early stages of the redesign. I've experienced quite a few maps in my time on MRP allowing me to make comparisons, and may add potentially useful balancing and aesthetic feedback (or other ideas).
  2. I'm not sure what you've tried so far for this, but you should be able to call the GetPos function on the victim and/or the attacker in your PlayerDeath function.
  3. The blame legitimately lies on you in the end. While I agree that the MRP community that we have is super entitled for no reason, you have made questionable decisions on the basis of "keeping the average pop count up" - resorting to using bots, swapping maps for zero reason, the people you continue to put in charge (D Rose, Jim, and Aidan are excluded from this, Kendal as well). (The first two sentences above can be seen as hostile, so after writing everything else I decided to remove them but instead think it's important to keep it readable for fluidity) And the "refusing help" portion isn't made-up. Yes, people have reached out. And yes, you've utilized some of what they've given you, and you've had conversations with them on rare occassions for help tackling a problem. But a good portion of what people (at least those I've spoken too, and my own experience) provide to you is just thrown off like trash. When we initially spoke you talked down on me like I didn't know what I was doing; granted, I didn't have previous work to show you to verify and you had also been up that entire night working on MRP and DRP updates. I took the blame for my edits not working because it was easier than creating an argument (and I actually thought I fucked up), but after testing it further it had nothing to do with me and was something that I couldn't have predicted regarding the server and other addons. I don't think anybody is holding a grudge against you or has a vendetta, and I commend you for the amount of effort and time that you sink into all of this community. I don't blame you for the mistakes or choices you've made, especially when some were done under stress from your personal life and managing the community. What I, myself, blame you for is not taking credit in some of those mistakes, and your slight unwillingness to move forward with a new mindset regarding server development and management, for yourself and the people you leave in charge. It's all about peak playercount versus player retention and enjoyability of said servers. Your average playercount doesn't even matter either because people (and bots) just AFK the entire time, take slots and trap new players into thinking we're an active community when in reality we really aren't; and to clarify, I can only speak about MRP and not the other servers we have hosted. -- Here's an idea: Make a Deathmatch gamemode. Drop DarkRP as a base, it fucking sucks. It will be well worth the time, and potential money spent, on making something like that. It could be better monetized and more casual than what we currently have. The ideas for progression are nearly endless. Have a leveling system with balance-able perks for players who prestige it, subscription based VIP-tiers that provide additional things while not providing them with an advantage (and that work, sorry not sorry). Unlockable attachments (with ingame cash) and weapons (with levels), cosmetics like weapon skins and models that could be provided with ingame currency OR as a store item. Class-based system to limit this "one-man army" bullshit. Literally Gmod Battlefield, basically. It would be much easier to maintain in the end. The community wants combat over roleplay, and while roleplay is a good introduction for new players, it doesn't help when the rest of the server who is experienced doesn't want it. All of the changes you've introduced in this update, aside from the Gamemaster and staff changes, are specifically for combat - keep all of that in mind.
  4. Using attachments rather than a standard buff through the skill tree will allow you to provide negative effects to the weapon, providing balance even if it creates competitive advantage. I'd argue that giving players the ability to increase their firerate, damage, and their magazine size using the skill tree creates an even more unbalanced competitive advantage over the unlocking of attachments. The same goes for movement speed and armor, and even further for things like Elite classes. Would the skill tree affect things on something like RPG or Juggernaut?
  5. The bind randomly swaps from F6 and Insert (I've seen both, F6 on my desktop, Insert on a laptop), so the issue could potentially be a misunderstanding of what the bind actually is. Are there any clientside errors when using thirdperson at any point? Any errors when changing values? Asking just in case but I would have expected you to have already shared them if there were some.
  6. Well said. Lack of leadership and authority in the wrong places promotes people to abuse such a thing, and develop habits that are unfair in gameplay by having the focus be kills rather than following orders. I'm hoping this changes over time and that the server (gameplay, combat, and roleplay) are taken more seriously, game or not, people are passionate about whatever they're passionate about and it isn't right to shame them for it (unless appropriate, such as something morally wrong but this conversation isn't one on politics and the like). Lighting, CC, and fog are all pretty powerful gameplay modifiers, so I'm excited to see what this would do in balance. As I've said before, Delta is largely an RU sided map ironically designed to be balanced for both sides. I'm glad you're not planning on dropping it and eventually revising it to be a fit map. I'm hoping to see some more change and assertion in other aspects of MRP - from addons and gunplay to staff-wise, and how they handle themselves and our community.
  7. You seem to say you don't want to start stuff a lot. Starting to get to the point where you just seem to like calling people out and starting arguments on forums. Entirely unwarranted calling somebody out on an MRP update that has nothing to do with SWRP, not to mention the fact that complaining about a lack of updates (whether that's true or not) is not the same as complaining about an update the community had wanted and voted for. On to the update: Personally dislike Delta. Too open of a map, especially having come from cscdesert to Delta on its first release. I know people preferred Echo (at least Echo v1) but some people also had random crashes on Echo. Delta was glorified cscdesert and while it looked beautiful it reinforced the sniper meta - flat, open map with very little fog, the map seemed much smaller than it actually is because of how much you can see in your view. The objectives were a bit smaller and tight to combat that style of play but it had no effect until you got into the objective. Russia generally swamped US (keep in mind both sides have some major basecamp spots) because the outside of Embassy allows them to cover the entire outside of US base with lots more cover than US basecamping RU. I'm not sure what you did for this experimental hit-reg, my only potential solutions involve hardware as I'm not sure what else you could possibly do. Interested in seeing what the potential fix was and how it affected performance and gameplay, assuming it does what you expect it to do. I still think the quiz isn't implemented in a beneficial way. Of course it's also difficult to balance having a quiz and having a player train somebody, but I've seen more people just use the quiz so they can get playing and leave before they get fully trained because they don't know what they're doing. Honestly, although I'm not active at the moment, when the quiz was originally added people who did the quiz to get trained wouldn't return - likely due to lack of understanding of how the community works because they didn't get trained. They read a set of rules (assuming they don't just guess on the quiz), something (not someone) tells them to do /quiz, they fail a few times and eventually pass, change their names and they're done. Except they don't know anything about where they line up at debrief, what the layout of the map is, what war is and how it works, what the different forms of communication are and how they work, and so on, so they just leave. EDIT: The bottom part of my post has already been addressed by and with Aidan. Removed it.
  8. He makes a valid argument, just like a few other people on this thread who oppose it. The main point of bringing it up though is his generalization that the people who are opposed are only thinking of themselves so they can keep a powerless rank on a fictional roleplay server that they don't seem to play, and how they'll leave eventually because they are "short term" (the connotation of his statement didn't sit right, and although it is an assumption it read as though players are just disposable and meaningless). Some of the people who oppose the removal of reserves are active leaders. Everybody's discussion in this is important as it affects everyone who plays or has played MRP - even people who aren't active on MRP anymore (@Bishopil included since he's a SWRP main).
  9. Saying you resigned permanently implies that you don't intend to return to the server. If you have no intention to return to the server, then there is no reason for you to have reserves. I originally disagreed with the decision to remove reserves. I've thought about it more and I agree. I think that this could have been dealt with better by giving the community a heads up and hearing out those who are opposed, rather than jumping to the toxic response of "wah wah" like @Bishopil essentially did (although he really isn't wrong) and doing it without full community discussion.
  10. People aren't arguing against why the team felt it was necessary to remove reserves as a whole. Most, if not all, of the responses to this thread that are against the removal of reserves address the issues surrounding how reserves previously worked. So the argument is that removing reserves is not the right call and would be an extreme solution to the problem (and to be plain honest: this community has a repeating theme of going in directions that may be harmful down the line when faced with a serious problem). The guidelines were definitely something that needed to be put into place. The community has proven untrustworthy in handling reserves and that makes it entirely fair that some sort of staff intervention needs to be taken (ie. creating a set of rules and requirements that need to be met to be given/give reserves). The real problem isn't even the idea of reserves. It's the individual community members who abused such a thing, be it by handing out reserves or by abusing their reserves in some way. Punishing the people who aren't abusing their reserves or who have legitimately earned it (I know, throwing this around like we have a clear definition of what "earning" your title on a Gmod server actually looks like) just isn't the way to go. Prior to reserves being removed, this was the case. The only issue was the language used for that specific rule. In some interpretations people would become active duty and had the required 2 weeks to their existing rank cooldown. In others they would wait the required 2 weeks before becoming active duty. Neither one was specifically enforced over the other and there are plenty of cases where both were allowed. At minimum, officer reserves would have to wait 3 weeks to be promoted to O-2. In the end I feel that the guidelines that were being used before this final decision were enough to combat the issues with reserves. Staff need to be more involved with the factions on the server - the freedom that leaders get provides pros and cons, but at some point it needs to be balanced properly.
  11. It wasn't done "all at once" and was definitely phased out a bit prior to making the final decision. Aidan, Jim, and Garnet had felt that it was best to actually define and utilize a guideline when it came to reserves: reserves were only for officers (O-1, of course) and players who were considered "on reserves" had no officer powers (with few exceptions in activities requiring permission from the leader of their faction). More of a confirmed (there were rumors that this was likely gonna happen) heads-up would've been nice so that people who had potentially wanted to return using their reserves could've been given the chance to do so. Understand too that leaders down the line often revert any and all changes from their predecessors as they simply disagreed with how the faction was being run at that time. And I'm sure you do but I'm pointing it out specifically before people form more toxic, negative ideas about previous leaders who were indeed some form of successful (simple examples being Ethan and Conway). This is how reserves should be handled. From what I heard about the community before I started playing, it worked a bit like that but wasn't widely enforced as it was per faction rather than server-wide; leaders were smart in how they handled themselves, much more than they are now. People just seemed to lose touch with that, started handing reserves to people who were previously removed or that were their friends. Sad result.
  12. Small spiel as I'm not active in the community much (if at all?) anymore. The way you've shared how this "case-by-case" will work is unfortunately likely the best you'll get with a system that won't be abused, so long as it doesn't extend past legitimate reasons for an extended absence - meaning absolutely nobody should be given a special case as a previous leader for any reason. (yeah, the rest of my post is rather useless, do note I don't agree with it and I'm upset that it had to come to this but I understand that it was well required). Entirely understand how reserves in the state that they were in were being abused, however I disagree with the removal of reserves near entirely (aside from your "case-by-case" special scenarios). I know that there are people who put tons of work into the faction(s) that they play over the course of their overall playtime. I've done so myself. It's already bad enough that people have these inherent bias' against eachother over rumors of what they did or didn't do in a faction, and having a title that you may have earned stripped from you is in some sorts disrespectful. Speaking for myself here: I'm not in the same scenario as PrisonNightmare. Nor am I in the exact scenario as Buddha. I've put my work into Green Beret and SSO, even disregarding my past leadership of both of them I spent countless hours creating documents (rosters, tryouts, guidelines - all of which have not been properly cared for and destroyed by leaders down the line; but that's another rant for another time) for various faction leaders and working with them (and entry factions) to (at least the intent was to) create a better experience for everybody involved. The result of that and whether it was "good" or "bad" is highly subjective, more so when the community has such fierce and varying opinions on leadership and officer work.
  13. I believe its the same vehicle selection we had on Delta. I can take a look here in a minute to see what options we get for RU and US to be sure, though. Thanks for the update Garnet. Although it was mostly just tedious optimizations and fixes, watching you map over this weekend was a nice experience. Rarely get to see somebody mapping in action and all. Here are the vehicle choices: RU has a car and a truck while US gets the Humvee https://imgur.com/a/oiIX7Tf
  14. I believe that is what they mean. You have to sit and hold 'E' for a bit to get max ammo.
  15. Both gates at US base work as intended (with the button), so its just RU that is borked.
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