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Huwajux

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Everything posted by Huwajux

  1. Jazzy simply pointed out the irony of you complaining about 'unwanted behaviour' when there is tangible evidence of you engaging in exactly that. That it continues to elude you even now speaks volumes, and I wish you would begin to self-reflect even a little bit. Simply read the way you're typing right now and ask yourself why someone might characterise you as bitter or disgruntled. It's a lack of self-awareness that's just going to end up with people not wanting to discuss things with you when all you do is throw out aggressive expletives at the slightest bruising of your ego. Uhh...I mean, arrggh, avast ye swab! Curtail that there attitude of yers lest ye be left without a crew to yer name or we'll be forced to make ye walk the plank!
  2. This feels like a lot of projection going on here. Jazzy has been responding to you pretty respectfully and you're just repeatedly snapping back at him with edgy and patronising comments. I get maybe one or two snide comments can happen in a disagreement, but everything you say is just dripping with bitterness. He's done you the courtesy so far of ignoring your provocations and staying focused on the actual discussion taking place, but do you really think you're going to get your points across successfully when you're acting like this? Come on, do better.
  3. This thread spiralled into an utterly bizarre direction. I think it's worth remembering this is just a gaming community. These petty grudges and clash of egos always just end up turning ugly. Most of you are grown adults getting this heated about something that exists for us to socialise and play games. It's legitimately embarassing. Personally I'm fine if the thread shifts direction into airing grievances against certain people or even the AOs/BDs as a whole, since it could act as a catalyst for real change, especially when so many different voices jumped in at the chance. I get that some may feel jaded about it actually accomplishing anything, but this thread really did pop off and garner a lot of attention. The problems arose when it got too hostile and spammed with useless "+1" comments and the like. All Lynx did was clean those up so the thread was easier to read and people went and attacked him for it. It was completely unnecessary and it made him feel like shit. I was actually interested in what a lot of the ex-staff members had to say (as long as it was genuine), since I missed a lot in my time away from SG, but now they've been banned for the moment because we can't not ban them after the harassment against Lynxie. Spiritwind and Ejivis have been making some great posts, and if there are people within SG or without who want to follow suit then do feel free. I can only hope the bans don't stifle the entire conversation as a whole.
  4. Genuinely glad you're enjoying the server as much us. It's been a lot of fun so far, but it really wouldn't be possible without everyone constantly helping out with seeding. All we've done is set it up, and after that we've constantly relied on people simply enjoying the server enough to help fill it up when we start. Everyone who comes on and helps seed, even if it's not every time, has helped to allow the server to become more and more consistently active each time. Nishok was a huge help when we were initially starting the server up and running into issues, and since then Foz has also been invaluable with various tasks and help with maps, so I'd also like to give a big thanks to them too.
  5. So we checked this map out and it does have a rather harsh colour grading, although the screenshots did exacerbate it slightly as they came out quite grainy looking. It's not a deal breaker for me personally but I could see how it would be annoying/uncomfortable for some people to play with. For the layout itself, it's a bit too much of a corridor simulator, with there not being too much distinction between them. Even the "main" area of the map is just a parking lot with not a whole lot going on. The upstairs area handles this a lot better with some visual diversity but it's unfortunately fairly small, has no diverging pathways, and just has two elevators on either end. Sadly not a map I think we'll be adding.
  6. The majority of this map is a large open room, where straying away from it just leads to large open corridors. Even the side rooms along the corridors are large and devoid of anything interesting. It also appears the the traitor tester has a traitor room behind it with a button that immediately and permanently destroys the tester. Sure, you could score some scout kills, but there isn't really anywhere to hide aside from praying nobody is nearby and beelining for the traitor room, and any map where the traitors have to fall back on the scout as a crutch for poor map design is a big red flag (see: crummycradle).
  7. This map is unfortunately just really bad. The layout is far too basic, with there being a traitor trap in the men's bathroom that makes going in there a death sentence. The main room with the pool can also be made into a complete death trap, cutting off even more options. Even the basement leading to the traitor tester isn't safe since the room is filled to the brim with explosive barrels that can be triggered to explode by traitors. Even if that wasn't there it's just a big open room with some props scattered about. That leaves you with the women's bathroom, reception, and the small corridor area that connects rooms together. Unfortunately the map is just far too limited, and what does exist is either incredibly deadly, bland, or both.
  8. Good lord it's a bit harsh on the eyes. Is it really like that or are they just bad screenshots? Will take a look at this with Elfbarf when we get the chance.
  9. Normally I'm the more conservative of the two when it comes to map/server changes, with Elfbarf pushing for change if it's a genuine improvement, so if he's against a map version update then it's probably for good reason. For my own take, I'd say the overtrapping of the pathway to the traitor tester is going to end up being a net negative when it comes to gameplay. Downstairs can undoubtedly be a hotspot in v3, that much I won't deny, but it's never really been overbearing to the point that player traffic heavily concentrates there every round. The drowning trap is already enough of a death sentence that innocents are more than hesitant enough to go through it, which in my opinion is a good thing since it prevents the traitor tester from being too busted. As for that area being so overtrapped that it pushes people towards the cars, I don't think that's as much of a positive as you make it sound. If an area is so overtrapped that innocents just avoid it entirely, then that's reducing options, not creating them. The cars are a great peripheral to the map, but trying to shift it to the map's focal point will only highlight that area's flaws that are otherwise benign. The car area is big, open, and you can see pretty much everything going on barring a sneaky knife kill around a corner or someone scouting. For me the secret knife is just the nail in the coffin. These things don't work unless they are done extremely well like in ttt_mc_christmastown. There it's a whole song and dance where you have to search for materials and is almost always a group effort, so people are more aware of it being completed. Not only that but the traitor item you get is random so it's not always a knife; but even if it is and things devolve into chaos as a result, by that point the objective has taken so long that it's near the end of the round regardless. We've actually had to skip over some potentially good maps that were ruined by "secret" knife spawns, where someone immediately grabs it and things devolve into a shitshow, so I'm even more sceptical that this updated version will be better than the original, which has always been a big fan favourite on the server.
  10. New hitreg can create some crazy shit.
  11. Never been a fan of this weapon. It promotes a playstyle we're not really trying to achieve on the server. Deception and guile are in my opinion the strongest aspects of TTT, as they are centered around the social aspect. The (relatively) vanilla stuff we have on the server lends itself to that, and it's why we're careful about what we do and don't add. Jihad unfortunately doesn't really gel with that type of gameplay and instead leads to abrupt chaos, with everyone going full gung-ho from the ensuing panic. Chaos isn't necessarily a bad thing in and of itself, but chaos brought about by not knowing who to trust is different to people just exploding and paranoia rates immediately skyrocketing. Thinking about the items we already have, they are all quite stealthy and can be used very effectively. The knife is great for taking down priority targets or just to get the ball rolling, the c4 is great for finding creative spots with a big payoff - coupled with the risk involved of it being found/scanned, and things like the disguiser and silenced pistol are fantastic for sowing confusion and picking people off. If I'm understanding correctly, the jihad mod simply makes you explode after a set time and kills everyone nearby (including yourself)? If so, from a balance perspective, not only does this guarantee putting the traitors a man down, it just comes off as a lazy way to score some kills; assuming you don't mess up and end up killing no-one of course. Having a drawback as harsh as definitive death makes it far less appealing due to it having no follow-up risk. Once you're dead then that's it, the chase is over and the risk evaporates. Again compare it to other tools at the traitors' disposal. Knife kills leave DNA for a long time and the victim is more likely to see their killer last, C4s can be defused/scanned (not to mention heard), disguisers and silenced pistols are highly dependent on positioning/ambushing. None of these lead to an immediate fail-state and instead they start a game of cat and mouse. For example, DNA scanners have timers and aren't reliable until very close, decoys can be used to shake your pursuers (just ask Foz), or you can simply try to discreetly kill whoever is tracking you and take the scanner for yourself. Even if you completely fuck up and are called out as KoS you still have avenues to buy yourself some time or at the very least fight your way out. Jihad doesn't seem to have any of that which is why I don't think we'll ever really be adding it to the server.
  12. This would probably be better off in the map suggestions section, but Crummycradle is one of the few maps we're going to have to say no to. "Rooftop" style maps always have to contend with a number of gameplay issues that devolve the gameplay experience into deathmatching. The floating platforms in the sky gimmick makes identifying bodies incredibly difficult/time consuming if a traitor simply tosses them over the railings. The huge open nature of the map also pigeon-holes traitors into using scouts in order to be properly effective, and leaves little room for deceit and stealth beyond that. That's not to mention the bread machine which, while humourous, just results in innocents messing around and inadvertently helping traitors. As much as I may appreciate the nostalgia that comes with the map, it doesn't really (and arguably never did) stand the test of time.
  13. The feedback on these maps is highly appreciated, so thanks for making this thread. I'll try to respond to each one individually as best I can, and expand on anything that Elf hasn't already brought up. Note that some maps simply aren't there because we wanted to remain conservative to start off with, and ensure we mostly had standout maps upon launching the server. Of course these calls were made based off just mine and Elfbarf's opinion at the time, which is why getting feedback now from TTT regulars is something we really wanted, as we're here to make the server for everyone. With that being said, some maps I'd unfortunately have to veto due to them not being conducive to all that great gameplay. I'll elaborate on this further below. ttt_minecraft_b5 - A fine map. Can be added without issue granted enough people want it, but like Elf already said we didn't want to add too many minecraft maps as we have already replaced 3 classic maps with their Minecraft counterparts; they also run and play a lot better than their originals (special thanks to Vader and Marshall for these). ttt_borders - A very nostalgic map as it was the original SG server's default map, and so whenever the server would crash (spoiler: it was a lot) this map would be played. Unfortunately looking at it through an unbiased lense it really just isn't a very good map. Elf has already gone over the technical issues the map suffers from as well as the gameplay elements, but I'll expand a bit. The map really only has one main area which isn't all that big, and ends up being where the majority of people just stand around waiting for the traitors to do something. This boredom in the past was usually offset by people playing "loosely", meaning prop RDMing and explosive barrels. This is something we massively wanted to avoid as it is what emptied servers in the past. People would die within the first minute of the round (innocents and traitors alike) to someone bringing an explosive barrel into the middle of a crowded group, where it was only a matter of time before someone decided to shoot it for 'fun' and pretty much ruin the entire round. Borders is unfortunately a hard no. ttt_Clue_se - Already on the server in the form of an updated 2017 map which fixed some technical issues and added a bit more visual flair to some areas. ttt_forest - An alright map. It was actually something I wanted to add out of nostalgia but when testing we realised how limited it actually was. Like Elf already stated it's just a big loop with no real branching paths which makes for limited/deathmatchy gameplay. I wouldn't be too opposed to adding it if the demand is truly there, as I feel it would be okay on lower pops, but anything higher than that and the flaws would start to show. ttt_minecraftcity_v4 - My thoughts are pretty much what Elfbarf already stated. ttt_equilibre - Technical issues aside, it makes life very easy for traitors with there being inaccessible water all around. Being able to dispose of unidentified bodies so easily just breaks the game mode and things become a mess very quickly. Body disposal is typically done through limited or risky means, such as the flare gun (a traitor weapon that costs a credit and still leaves scorch marks to at least show that something happened), or through the magneto stick by hiding bodies in traitor only areas. Having it be accomplished so easily just puts innocents on higher alert than necessary and it ends up becoming an RDM fest due to the increased paranoia. The detective can admittedly purchase binoculars to offset this slightly, but as they are often prime targets and their credits are already very limited, it just feels like too many bandaids are needed to make an otherwise poorly made map somewhat playable. ttt_foundation_a1 - See Elfbarf's reasoning. de_dolls - Like Elf said, large rats style maps like these just end up in scouts being the only real effective way for traitors to accomplish anything which makes the gameplay a bit too one-dimensional, as so many other methods of murder will simply get you spotted. Gameplay tends to devolve more into a deathmatch style as a result. That covers it for now. Feel free to respond and give further feedback, but I hope our posts helped shed some light on why some things didn't make the cut or were outright rejected completely.
  14. TTT IS A HIGHLY SOCIAL AND COMPLEX GAME MODE. THE RULES INCLUDED BELOW CANNOT COVER ANY AND EVERY SCENARIO. THERE WILL BE MANY INSTANCES LEFT TO THE ADMINS' DISCRETION. AS LONG AS YOU USE COMMON SENSE AND PLAY IN GOOD FAITH THERE WILL ALWAYS BE THE POTENTIAL FOR WIGGLE ROOM AND UNDERSTANDING SO LONG AS THIS IS NOT ABUSED. How to Play: Trouble in Terrorist Town is a gamemode that tests your awareness and trust. Players are assigned one of three roles: Innocents: Innocents are unproven players whose goal is to survive till rounds end or assist the detectives in finding and eliminating the traitors. Traitors: Traitors are to eliminate all innocents and detectives before the round ends. They have traitor partners and access to an item menu that can assist them in achieving this goal. Detectives: Detectives are proven players whose role is known to all. Their goal is to seek out and expose the traitors. They can assign detective partners to trusted players and access to an item menu that can assist them in accomplishing this goal. Definitions: Area / Room Claim - Claiming a specific area or room and RDMing any who enters. Association - Identifying a player as a traitor based on their interactions/connections with another traitor who is actively committing a traitorous act. Consent RDM - Giving players permissions to kill you or vice versa. Ghosting - Giving alive players information they should not know. ID - Identifying the body of a dead player by clicking E on it. The body changes to the color of the role of the dead player and an ID notification appears in chat. KOS - Kill on Sight, called on anyone performing traitorous acts followed by their name. All roles are allowed to call and pursue KOSes. Prop block - Using in game objects to block or trap people. RDM - Random Death Match; harming players for reasons not within our rules. Teaming - Working with players of an opposing role while knowing their role. Teamkilling - Traitors only; anything you do that could cause your traitor buddies’ death. Server Rules: Display names should not provide a clear gameplay advantage, subject to admin discretion. Foreign characters, purposefully confusing names e.g. "the detective", "that guy over there", etc may be deemed unacceptable. Do not change your name mid-round (this will trigger an autokick). We will not tolerate any form of disrespect or harassment. This includes using the rules or a lack there of to harass another player. Do not disrespect players and admins alike. No racism, homophobia, or bigotry of any kind. Do not spam voice or chat. Do not advertise other servers, clans, your livestream, or websites. Do not evade punishment. Do not hack or script, this includes hyperscrolling, aimbot, wallhacks, etc. Do not ghost or team. Do not abuse the "@" admin command by reporting players for fraudulent reasons. Do not exploit. Do not prop block. Do not call a KOS before the round has started. Avoid using live checks alone as evidence to kill other players - it is not inherent proof of guilt/innocence and can lead to RDM. Innocent Rules: Do not RDM. This includes AFKs. Do not claim areas or rooms unless you have a legitimate reason for doing so - this would generally only be permitted if you are convinced you're the last innocent remaining and are in hiding. Do not call false KOSes. Do not consent RDM. Innocents cannot: - Damage a detective's health station without consent. - Damage a traitor tester. - Shooting around or towards detectives. - Traitor Bait other players. (T-Baiting) Traitor Rules: Do not teamkill. Do not delay the round. Do not expose other traitors. Detective Rules: Do not RDM. This includes AFKs. Do not claim areas or rooms. Do not call false KOSes. Do not consent RDM. Do not kill players without suspicion for not following detective orders. Traitorous Acts: You are allowed to kill someone for committing a traitorous act. The following actions are considered to be traitorous acts: Shooting around others, unless it is in self defense. Self defense is considered when the player is actively being shot at. Purposefully not IDing unidentified bodies. Damaging or killing innocents or detectives. If you do not know the players' role you must let them ID the body of who they killed. If they refuse to ID it, purposely walk past it or walk away from it, then you may kill them. Being associated with a known traitor. Willingly contributing to traitor objectives on applicable maps. Punishable acts: - Damaging a detective's health station without consent. - Damaging a traitor tester. - Shooting around or towards detectives.
  15. You've all made a huge mistake.
  16. AT EASE SOLDIER. I WILL ALWAYS HONOUR THOSE LOYAL TO THE TTT CAUSE. OUR BOND IS IRON.

  17. y'all a bitchass punk

  18. It was nice to have this server back, however brief it may have been. It felt like stepping back in time. Meeting everyone again and screwing around in TTT with people I hadn't seen or spoken to in years was certainly something special. I pray that I'm afforded another opportunity to experience something like this again - hopefully not in the too distant future. It was a pleasure to play with both old and new players, and to re-establish contact with those from back in the day. I took a few screenshots from the event to commemorate those who took part and the various other stupid shit that ends up happening on TTT.
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