Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - tber123

Pages: 1 ... 3 4 5 6 7 [8] 9 10 11 12
106
General Discussion / Thoughts on CityRPGs
« on: July 07, 2014, 10:47:51 AM »
1) City RPGs have "Early Game Hell", but I call it "Early Game Boredom". Just joined a new CityRPG because your favorite one just stopped being hosted(Wether it be Iban's CityRPG V3, Jasa's CRP, etc)? I hope you know how to mousefire(1); and prepare for starfishs that can and will pickpocket/murder afk miners. City RPGs are boring in the beginning, due to grinding(mining/murdering trees) being required, unless you like going afk as a civvie. Want to get an education? That will be $200 or something, and then the $120 job investment to get your dream job.

2)The arrest mechanics are all the same(Unless it was Iban's CityRPG V3, but hes long dead/banned. In that server, batons alone couldn't arrest. You had to baton them a few times, equip handcuffs, and then GUARD the arrested guy untill he teleports to prison.). Cops will charge into gunfire and die just like XCOM rookies, but all it takes is a few taps with a baton and your character stupidly surrenders. Its like instantly becoming helpless just because someone grabbed your arm. I would LOVE to see a CityRPG with unique arrest mechanics. Manually haul off prisoners to jail? Batoning them stuns them for 10 seconds and then jails them, giving his buddies time to interrupt? Do it the CityRPG V3 way, where batons weaken the prisoner, and handcuffs finish the job? Arrest mechanics should be more complicated than just "suicidally charge into gunfire, bash this guys head in with a baton, and teleport him to jail".

3)Jobs that spawn with guns, especially criminal jobs. All it takes is a criminal that spawns with a gun and a building. The criminal spawns with a gun to continue his rampage no matter how many times you gun him down, the building is cop-proof, and you have to wait for him to get bored and give up. Jobs that spawn with guns and the ability to build can be overpowered. Cop proof building + killing spree.

4)It always ends up into a DM. There should be a CityRPG deathmatch with a building phase and then a combat phase, and the choice to be a crim or cop.

5)That server obviously won't last forever. If it does come back, expect to start all over again.

There are an overabundance of these kinds of servers.

They go too slow, are too under moderated, and are normally not fun.
In addition, forget hunger. I have enough to worry about 80% of the server pop having guns.

Problem is in most CityRPGs, the only things you can really do is sell guns or sell food. And guess which there is always an overabundance of?
Welcome to a sophisticated RDM match.

I liked these servers, but the only thing I hated: the criminals with OP weapons on cop-proof buildings sniping people.

6)The wanted system. Everyone would know if you shot up a guy in the middle of nowhere.

I remember Tape's.

...I miss those days.
Everything in this topic so far is yes. CityRPGs are missing the teeny-tiny detail called 'RPG', but otherwise they make a great deathmatch called 'OP gun dudes camping a building VS dolts charging into death with batons TDM'.
All city RPGs are stuff anyway. Everywhere you go there is always someone with a gun sitting right up your ass waiting for you to smart off so he can pull the trigger.

Do not let a person spawn with a weapon if they can't lose their jobs using it.
Give cops guns, if they go on a killing spree they can get busted and lose their jobs.
Let the criminals, even the mob bosses, buy their own guns. Let the economy run freely!
If you killed someone in an alleyway with a knife, the whole server would get the message, and soon you find yourself getting chased down by 10 different people with the wanted system. Vaux is currently working on a mod that would disable the stupid-ass wanted system. Vaux's CRP mod would feature a "witness" mod, and you can only get wanted if someone else witnessed you committing a crime. Here's the link to his development topic: http://forum.blockland.us/index.php?topic=239369.0

There should also be an ammo system implemented in City RP's so that you minimize RDM'ing. If you ran out of ammo, you could go and buy some more from a weapons dealer.

The use of more casual jobs would further encourage players to build office buildings/towers, and make the city look more like an actual city, not a small town with poor infrastructure and boxy buildings. Furdle had his GTA V server, which pretty much summed up a normal CRP server, but with lots more RDM'ing and no police.


7)Theres too much idling. Just go afk instead of DOING YOUR GODAMN JOB and come back in a hour or two.

107
Suggestions & Requests / Goldeneye 007 Slappers
« on: July 04, 2014, 10:57:02 AM »
Would it be possible for someone to make the slappers from Goldeneye 007(otherwise known as Goldeneye 64 to some)? Its exactly what it sounds like: Bare hands being used to slap someone. Slappers only.

108
Apparently saving a PNG image on a Ipad/Iphone will resurrect deleted photos. Tried this with the images on XKCD's "What If?", and deleted images were revived in the form of a thumbnail overlapping the image. The actual photo itself will be a black screen.  The thumbnail doesn't seem to be deleted when a photo is deleted. Some of those old photos were deleted for a reason.

http://appleinsider.com/articles/13/11/14/bug-resurrects-deleted-image-thumbnails-in-ios-7-photos-app-dates-back-to-ios-5
https://discussions.apple.com/message/19867729


109
Forum Games / The Adventures of Yashka Sheriff: Bandit Adventure 2
« on: June 25, 2014, 11:36:03 PM »
Bandit Adventure 2 starts here.

What you see below is for the first round of Bandit Adventure.

Backstory

It started as a regular building raid. The Bandit(recognizable from S.T.A.L.K.E.R) and a group of nameless, easily killed redshirts(along with the green guy, Yashka Sheriff) decided to raid a building.


Bandit's weaponry:UDP Compact, Hunting Knife, Cossack's Vodka, Sausage




Tragedy struck when the first redshirt died the instant he opened the door. The other two redshirts tripped over his dead body and hit their heads on the ground, causing their unusually brittle necks to snap, killing them. Yashka Sheriff and the Bandit must have been gifted with Plot Armor.




The two criminals continued their objective, slaughtering another few dozen men along the way.


Yashka Sheriff was killed in a 10 hour long cutscene (longer than all the cutscenes in Metal Gear Solid 4 combined. Take that, Kojima.) where he was slapped to death. Cutscene Incompetence struck the bandit, and he was forced to watch his partner die slowly from being slapped. Had it not been a cutscene, he would have instantly planted one right between the attacker's legs.



It seemed the last man left in the building was dead. This building was cleared, right?



One last ambush awaited the Bandit, and he suffered heavy injuries before killing off all the suit and tie metrocops waiting their turn to violate him with a baton. The fourth guy on the right was planning to videotape that.

Choices
You raid a building, and everyone thats not you is dead, including Yashka Sheriff and the redshirts. Enemy reinforcements will surely come for revenge, and the gunfire was reported to the police.

1)What do you do now? You see the door you came from, a window to jump out of(there is a lake below the window to "break your fall".), and another window with a pipe you can stand on that connects to another building.

2)The Bandit can have his name changed at this point now.

Current inventory: UDP Compact, Cossacks Vodka, Sausage.


RIP Yashka Sheriff, used to be the most badass stalker in the Zone. He took a grenade launcher to the face back when he was part of Freedom and was too stoned to realize he was already dead. He managed to stand up and aim a rifle at the mercenary who attacked him before finally expiring.

MAJOR EVENTS
Page 1
Yashka Sheriff is killed.
A three-way battle breaks out.
The metro cops are beaten to death with sausages.

Page 2
Wrong end 1:You attack the gun store owner and get fed to the pseudodogs.
(What actually happened:You buy some guns and ammo and walk away from him.)

The inhabitants at the Pub are massacred.
The Bandit kills some more people with a sausage, and disguises as a Nova Prospekt guard.
The sausage was eaten. May his soul rest in peace.
A man is shot dead on the upper floor of the pub.

Page 3
A man with a suit is shot dead by the Bandit.
The Bandit has a pointless flashback.
A Vintar BC is acquired from the suited man you just killed.
A peaceful protest turns into a violent riot.

Page 4
Wrong end 2:You murder everyone inside the PD, and the rioters break in and beat you to death.
What actually happened: You murdered only the Administrator and his guards. The rioters reached the PD, but the Monolith showed up and accidentally saved you by blowing up the rioters. They are still hostile to you, though.

You run into a Terrorist at the Souvenir shop.
Reinforcements arrive at the train station, and they are shooting at everything that moves, unless it is combine-affiliated.

Page 5 and onwards
The Bandit hauls ass to the train station, disguised as one of the Combine. He boards the next train out of the city. The HECU reinforcements proceed to exterminate everyone still alive inside the city, and then a nuclear bomb is detonated when the job is finished and everyone has evacuated.

The Bandit establishes a sausage growing plant for some reason.

Other bandits decide to rob a small bank, so the Bandit crashes an ambulance in, escapes, and gets cornered by the Minibosses.


110
Suggestions & Requests / Red Ryder BB Gun
« on: June 18, 2014, 02:58:27 PM »
Someone should make a Red Ryder BB gun that does 10 damage to the body and 50 to the head(shooting someone's eyes out) sounded very violently wrong.

EDIT:By "shooting someones eyes out" I dont actually mean blood and gore spilling out everywhere.The idea for this came from A Christmas Story and the Fallout series(the BB gun does a TON of damage to the eyes in that game)

111
Help / RTB breaks eventing.
« on: June 10, 2014, 10:02:23 AM »
This has been going on for a while now, but I thought the steam version of BL(since I decided to migrate to that) wouldn't have this problem.

For some reason, when I host a server with System_ReturnToBlockland(Original version with Mod Manager) and the Use RTB option, events fail to save/apply correctly. The only fix is not using RTB and disabling System_ReturnToBlockland, but then I won't be able to use RTB Prefs or change the name of a server on the go.

This happens with all versions of RTB(By all versions, I mean the other guys reposting RTB, but without the mod manager/with a working IRC), and wether I'm playing on the steam version or not. Even if I remove all add-ons, eventing will still break if RTB is used. Disabling addons does nothing-I already tried default addons only with "Use RTB", and events still break.

This(RTB breaking events) is something that just tends to come right out of nowhere and forget me up the ass. Both times(Steam/Nonsteam) the first instance of RTB breaking events just came out of nowhere.

https://www.dropbox.com/s/ldz0vohjnsqp4wh/console.log

112
Would it be possible for someone to do a pack of underwater-based weapons in addition to Gauss Weaponry?

Underwater weaponry(Gas Cannon in the middle should have two variations:One that fires explosives, and one that fires bolts.)

Harpoon rifle, Gas Cannon, and Dart Pistol.                                                                                                                                                                                            

Gauss Weaponry

Gauss Pistol/Rifle

Yes, these are from XCOM:Terror From The Deep.

113
Does anyone have a download for the Doom Playertype?It's not exactly called the Doom Playertype because the original RTB addon had two playertypes in one(Something like "Game Playertypes"). The Doom playertype cannot look up/down.

114
Off Topic / One random event sandbox/wide open games should have
« on: June 05, 2014, 05:50:19 PM »
You know what would be interesting in a sandbox/wide open/open world game? A random event(not scripted, completely random.) that has a npc decide to pull out guns and start a shooting rampage. Other than POSTAL 2, I've never seen a NPC decide to pull out a gun and go on a rampage in a open world game.

115
Could someone do all the rifles(Rifle/Laser Rifle/Plasma rifle/Heavy Plasma) from XCOM:Ufo Defense, and the Blaster Launcher(Place up to 9 waypoints, watch it fly and explode. Massive amounts of fun in the original XCOM, due to being able to make the rocket spin around someone before blowing them up.)?

The weaponry is from UFO Defense(1994) and not Enemy Unknown(2012).

Rifle:

Laser Rifle:


Plasma Rifle:

Heavy Plasma:

Blaster Launcher:



116
"Stereo sound detected on [music name].ogg- Removing datablock."

Could someone explain why a stereo sound would cause a music datablock to be removed?

117
Off Topic / Anyone remember MAG for the Playstation 3?
« on: May 31, 2014, 10:18:00 AM »
Anyone remember that game? 256 player action(depending on the gamemode. Minimum is 64. Sometimes its 128.) on a console? The death mechanics(Unless its a headshot/knife/explosives, you will fall down and bleed to death.)?
Its been months since the servers were shut down for MAG

The game had its flaws, but the only ones I can remember right off the bat are the occasional spawncampers, grenade spam, the same map being picked over and over, having to wait a while to get put into a server, and the fact that the only "teamwork" the game had was the fact that EVERYONE specialized in the revive ability(some sort of needle-gun thing that shoots blue mist) first. Cue shooting a guy, watching him get revived, and shooting him again before another medic revives him.


118
Anyone remember when videogames had a dedicated button for leaning left and right? SWAT 4? Rainbow Six 3? S.T.A.L.K.E.R:Call Of Pripyat?

Also, what happened to all the Tactical Shooters(Not as in "Corner Strike" or "BattleDuty 7:Modern DLC cashgrab 3", actual Tactical Shooters like SWAT 4/Rainbow Six 3/Operation Flashpoint/ARMA/Red Orchestra 2)?

Some features Tactical Shooters tend to have in common, as quoted from Tv Tropes:
Realistic Magazines: Whenever you reload your weapon without emptying it first, you either end up with a half-empty magazine lurking in your inventory, or have to throw away the bullets you didn't fire. It is sometimes even impossible to pick up any extra ammo during the mission, even if enemies carry the same kind of ammo, although this usually irritates players regardless. If it's possible to refill half-empty magazines from other magazines, expect it to take more than a few seconds.

Deadly Bullets: Bullets cause about as much damage as you'd expect them to cause in real life. If a single bullet does not kill the target immediately, it will still maim it badly. To survive you must avoid getting shot at all costs, meaning that you need to fire first and always keep the advantage.

Subsystem Damage: Being shot in the leg, for instance, should mean you can only move at a snail's pace, and/or be barred from performing certain actions. Being shot in the arm or shoulder should at least incur penalties to shooting accuracy, if not entirely prevent any manual actions!

Squad Controls: One of the most defining aspects of this genre. You rarely if ever work alone. Instead you are accompanied by several teammates, who require at least some degree of ordering about to do any good. Simply having them around does not fulfill this trope - you need to HAVE to issue them orders and count on their ability to perform those orders well enough. The game must be extremely difficult to complete without mastering this skill.

Mission Planning: The possibility to examine a blueprint of the battlefield before embarking on the mission. May also include the possibility to give some standing orders, or even a meticulously detailed battleplan to your troops beforehand. Expect all plans to fall apart once combat starts - this is, in fact, realism incarnate.

119
Help / Onminigamereset-->SetBottype-->Blockhead not saving
« on: May 18, 2014, 12:14:44 PM »
For some reason, OnminigameReset doesn't seem to work. I remember saving a build with that event on all of the bots, but when I reloaded it, the bots stayed dead even after the minigame reset. Anyone know why OnminigameReset refuses to save? Every event but that one is loaded when I load my save file. OnMiniGameReset refuses to stick around whenever I save my build.


120
Has anyone tried to make a build involving fighting hole bot bricks?

So far I'm trying to do a Hotline-Miami type build against bots with a modified Top Down Player(camera is positioned further away). All I have finished is a house populated with Blockhead(Default holes) and Prisoner(Bot_Town) holes with the bots evented to stay still until they see the player, in which case they suicidally charge in to beat you to death with melee weapons. Considering the fact that the top down player dies in one hit from T+T Melee(To me it does, atleast.), this is very effective. There is a music brick outside the house that changes. Untill you kill the last guy in the house(separated from the others), the music bricks will be playing the Bandit Base Polka/Bandit Radio from S.T.A.L.K.E.R:Clear Sky. Once you kill the last guy and touch a fence brick to activate the exit, the music changes to Stage 2 of Galaga Arrangement.

Anyone else have ideas for if they were to do a build primarily focused on combat against bots from the hole bricks? Navigating a mountain and fighting your way through the bots, with a boss-like enemy(high hp/powerful weaponry)? Something straight out of X-COM:UFO Defense, where the bots are terrorizing a city and its up to the players to save the civilians?

(Shouldn't have typed this so late at night, probably forgot something/made some inconsistencies.)

Pages: 1 ... 3 4 5 6 7 [8] 9 10 11 12