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fantastic

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Everything posted by fantastic

  1. Good luck with your IRL job, and thanks for your work as a VP
  2. From the JB rules thread: "Crossfire is when a CT is trying to shoot a T that is not following an order/rebelling, and other Ts are shot/killed in the firefight. Most of the time it is not freekilling, but if a CT is clearly going out of his way to "crossfire" then he can be punished. But the vast majority of the time crossfire is simply that, an accident. CTs do not have to slay for crossfire, but if an admin deems they're abusing the rule to freekill or carelessly spraying people down they can act." Spraying down a crowd of people where a single person has a primary holstered, to me, is abusing the rule to freekill. So no, a CT cannot mow down a crowd just because an armed (holstered) T was among the crowd. Additionally, it is a T's job to stay away from their teammate who has a primary if they don't want to get killed. I could only see the rule being applied in situations where it's impossible (say someone has a primary in iso) to keep your distance from a teammate who has a primary. It seems difficult to implement a rule where CTs need to give X amount of time to throw away a primary picked up from a teammate. As long as the crossfire rule is enforced, I don't really see what kind of rule could be implemented.
  3. Hi, Recently the health of CTs was changed from 110 to 105 due to overwhelming feedback from the community in support of this change. Here is why I disagree. The primary reason people are complaining about the change is that while 110hp is still 2 left-clicks and 1 right click with a knife, CTs get more health to survive gun shots. HOWEVER, everyone's problem is with the awp not one-shotting. But why is this a problem? The ratio has been more fair than it ever has been, and there is no evidence to suggest CTs are OP. Regardless of the HP changes there is still a huge skew towards the skill of the CT vs. how much health they have. Changing it back to 105 will buff the Ts again, a buff that isn't necessary at this time. It is rare to implement a change without disapproval from the community. No one likes change, but in the end change often leads to a better experience for the players. While the first few weeks with the change was rocky, nowadays no one really mentions the 110HP as it is not much more difficult to kill Ts. Rebelling is like a snowball; while it is a little more difficult to begin rebelling, by the time the first few CTs die the others die as well regardless of how much health they have. Please post your thoughts . @eXtr3m3
  4. Although a good idea, I do not think the warden system will result in a better playing experience for either CTs or Ts. For starters, while Ts have more clarity in that there is a far lower chance of conflicting orders, there is also a much higher risk of orders being repeated over and over until it becomes the regular "one step out, face the back and freeze", as well as "bum rush big cage be on boxes". Allowing multiple CTs to give orders provides far more variety than allowing one person to control orders for 5 minutes straight. Furthermore, take a look at the following quote. This is a common problem with the warden system; players who don't know how to play JB even after 25 minutes on T side have the opportunity to hog the warden system for 5 minutes without knowing what they are doing. There is no good solution to this. Setting another arbitrary condition for players to meet before they can be warden only negatively impacts a new player's experience on JB. Overall, while the system we have in place is not perfect, it's been working somewhat well. I believe the warden system, while good in theory, will not work well if implemented on our servers with our current ruleset. EDIT: Consider the previous me playing devil's advocate. After some more thought, we definitely need the warden system LMAO. Far too many times has it been the norm for someone to give orders, and 10 seconds later another CT gives a different order. This has mainly been the case when there are 30+ players online, so perhaps warden can only be used when some player count is reached?
  5. imagine a karma contest finally coming out and it being an april fool's joke feelsbad
  6. imagine loading the forums and getting hit face-first with a bright white
  7. ... can you rephrase that, I don't understand how that whole thing relates to staff reviews
  8. Would appreciate an update on whether this is being implemented or not . @Nishok
  9. the un is banning lolis

  10. and fantastic too right
  11. This was already discussed here earlier this month: https://www.steam-gamers.net/forum/showthread.php?t=87582 The verdict was that it adds little to no value and if anything just adds lag to the server. Good suggestion though @tides
  12. "come make lolis with me" - @Charliere
  13. gone again like wtf? HELLO?

  14. SKIP TO 1:59 TO SEE THE BUGS. Player A, C, D, E - other players. Player B - me. Timestamps: 1:59 - LR sent by Player A and requested by Player B. Shot4Shot with Deagle. 2:02 - LR accepted. Both players get a deagle but Player B does not equip the deagle. 2:04 - LR cheated by Player B knifing. 2:09 - Player B pulls out the deagle and since the LR is over, the deagle now has a full mag. 2:12 - Player C sends Shot4Shot LR request with Deagle to Player B. 2:16 - Player B accepts the Shot4Shot LR request with deagle still out. 2:19 - Player B reloads the magazine and still has 7 bullets in the clip. 2:23 - Player B fires one shot and the magazine is emptied as though there is only 1 bullet. 2:26 - BUG 1: Player B reloads, then fires multiple (!!!) shots, killing the player and ending the LR. 2:33 - Player D sends a Shot4Shot request. 2:23 - Player E sends a Gun Toss request. 2:37 - BUG 2: Player B declines the first request, Player D's. LR logs publicly announce that Player E's request was denied, not Player D's. 2:38 - BUG 3: Player B accepts the Gun Toss with deagle request from Player E. Player B's deagle still has 7 bullets from the last LR and was never emptied! 3:25 - BUG 4 & 5: Player B shoots his fully-loaded deagle while in Player E's Gun Toss (should not have bullets; BUG 4) and somehow the LR isn't detected as cheated (BUG 5)! 3:26 - BUG 6 (?): Player E knifes and kills Player B, and the LR doesn't abort? Not sure if this is a bug or not. I uploaded the whole round so the bugs can be replicated. tl;dr: There is a bug that allows a CT to have multiple bullets in their magazine when doing Shot 4 Shot, and CTs can fire off multiple shots regardless of whether the other person in the LR has shot. Gun Toss is not cheated if a CT has bullets in the weapon they are throwing (in this case a deagle) and fires them.
  15. Hi, Yet another suggestion, but this time about suggestions! A lot of the time suggestions end up floating around having reached no resolution, or poeple never get a followup. I would like to suggest adding multiple tags to suggestions, one for the suggestion status (REVIEWING, APPLIED, REJECTED), and one for the appropriate usergroup (JB, TTT, FORUMS, etc.). When a usergroup is tagged, the relevant CA's and AT's are tagged in the post automatically. This will bring attention to suggestions and ensure no suggestion is overlooked or forgotten. This is a bandaid fix for something more formal like JIRA/GitHub's issue tracking system, but seeing as the forums are getting an upgrade soon this might work for the meanwhile. :] thanks.
  16. Hi, Me again . With the new Minecraft server coming up, I've been thinking a lot about how we can improve player counts in both Minecraft as well as the population of all our servers. One good way to do this is through search engine optimization (SEO). Quick Lesson: SEO is how websites and companies get their website to the top of Google's search results. If I search "csgo zombie escape", a website with good SEO would be on the first page, if not at the top of the results. At the moment there are 10+ communities ahead of us in the results, although this may change depending on which region you're in. How does SEO work? There's some secrecy behind it to prevent manipulation, but when a Google search is performed, Google sorts results by a mixture of relevancy and popularity. The higher your SEO score, the closer to the top of the results your website is. You can improve your score by having more relevant content, proper tagging, SEO optimization through keywords, etc. How can we improve SG's SEO score?: 1. A well-rounded site Turn steam-gamers.net from a forum-focused website into a well-rounded community website. With the new forums still in progress, we can take advantage of this opportunity to break the site down into logical sections to further improve our SEO score. Take a look at the following website: Website with sections for each gamemode. Community name removed to prevent advertising. When someone searches "minecraft ", each of those pages show up in the search results and serves as an introduction to the gamemode, with a subtle "play now" link at the bottom with the server IP. At the moment all of our servers show up on a list under "Servers" with no dedicated page for each gamemode. On our current forums, all our information is stored in subforums. To better improve SEO, we can create an introduction to each server on a dedicated page and have search engines rank that page high in the results. What better way to bring new players in than to have a page introducing the gamemode, and an IP at the bottom for them to join once they've finished reading? Example introduction to a gamemode. 2. Proper SEO website formatting I've dabbled with this in the past, but I'm not great at it. This essentially means including proper tags on each webpage and following HTML5 conventions so Google can properly determine relevant sections of each page, what to show as page summaries in the search results, etc. I think meta tags also help with this? SEO can bring in a ton of new players, and with the CS server browser still in a fairly terrible state, many players rely on sites like Google and GameMe to find new servers to play on. This proposal will take some time to implement and it requires some re-structuring of our current site layout, but it will be extremely rewarding in the long run, especially with the general population of CS:GO's community servers slowly declining. Thanks for reading!
  17. Are you able to have private lobbies in the web-based version? Another free alternative is Mindnight which a group of us played on TS yesterday - fun af. Kind of like Avalon/Resistance if you've played that before.
  18. btw congratulations on senior admin

  19. YOU'RE SA? AHAHAHAHA yikERS

  20. Hi, It would be nice for !calladmin to create prompts in-game for admins to respond to. There are two key reasons why: 1) It is a little frustrating to see a prompt on Discord, boot up CS:GO, and join the server just to see an admin is on the server and has already responded to the incident. Because there was no prompt in-game, they never knew to /claim. 2) Many players use !calladmin when there's an admin on, but the admin never responds because they never saw the !calladmin in Discord. Having a prompt in-game will allow them to respond to the situation. Cheers :]. Initially suggested in the last SA meeting, but creating this thread for posterity. @eXtr3m3
  21. Resolved in steam DM, but suggestion is still up for debate :]
  22. Player never responded to multiple requests... does this fall under the "don't slay since you shouldn't be investigating" or am I good to slay anyway?
  23. Hi, Would be useful to have logs that show what player's DNA a detective has gathered. Had an issue today where I witnessed a detective kill an innocent but could not slay because I could not determine whether the detective had DNA or not. Thanks :]. A separate command like !dna might be useful as well to not clutter up logs.
  24. Grats to Extreme and Manny! and roux
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