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sWz

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Everything posted by sWz

  1. Change

    Hey all, So I started playing on these servers a lot last summer, and I granted I was an absolute toxic douche. I had yet to understand that there were actual people behind the other screens of the players I was with. It's not a good excuse, but I was going through a lot of family and personal issues at the time. Lots of deep shit that hit me and my family out of nowhere. I had also just moved from California to Tennessee and I had a lifestyle I was used to flipped on its' head, so it was a nice escape to dispense my anger and hatred towards. Not to mention I didn't have many real life friends that weren't thousands of miles away from me, so I was spending a lot of time on the computer (note my 6k hours in cs). Shortly after I started to recognize and understand this community, and I've been genuinely eye opened by what I've seen and experienced here. This is such an incredible group of people that has really helped me through the lowest points of my life to date. It's given me a lot and looking back on what I've done and how I've acted since I've joined, it's more than fair to say I haven't given it the same back. To everyone who's put up with my toxic shit for the past year, I really do owe you guys. The reason I made this post was because again, I feel the need to give back. I've been inclined to become an admin, but it doesn't exactly take a detective to know I'm not ready for the job. I feel the need to help create an environment where kids who were in as troubled times as I was mature in an environment that shows them how to be a genuine person, because that's what all of you did for me. I know it sounds corny, but I really want to turn a new leaf. An admin, who I'll keep anonymous for obvious reasons, said that I had a forum post in the admin-only forums about how I was a toxic asshole that no one wanted to be around. I was told that this post was way back in November of last year, and that really stuck to me. It made me question myself; had I really changed for the better in say, 6 months? Am I making progress as a person? That's not a question I can really answer myself, because I'll always second guess myself because I'm often reminded of how oblivious I am to the effects of my actions on other people. The point is that since my old computer broke in December of last year, I've tried to make a conscious effort to make a clean slate for myself and change the way people see me. I've become more active on the forums, suggested balance changes, exposed map bugs made player complaints, and tried to become less of the appendix of SG. I'm light years from perfect, but the only way I feel I can finish this journey is by knowing if I'm on the right path. If anyone has something to say about how they feel about me, or if you think I've improved at all or gotten worse in the past few months, I need you to get it off your chest so I know which way to go. Don't be afraid to be bold or harsh because that's how I've acted towards many of you for the past year. I really appreciate anyone who's taken the time out of their day to read this and respond. I'm really in debt to many of you.
  2. I've also repeated that my main point is that it's better to keep things the same than buff CT's and ruin our current adaptation. That's more of what I'm advocating here than shoving a known problem in specifically management's face. Not to mention most of the people who propose these CT buffs don't understand the current problem and possible solutions in the first place.
  3. I'm going to keep repeating the same thing over and over again until something actually changes; until an incentive is added to play CT in its' current state, things will continue to get worse. I'm a big activist for keeping JB the way it is right now because what makes our version of JB special is how fun it is to play T side and how easy it is to rebel, but this makes CT frustrating and downright patronizing. Even as someone who commonly plays the side, it's hard to justify playing it when I'm not getting any reward out of it. I've made suggestions, but to be fair a good option hasn't arisen to give CT's an incentive to play a frustrating side. I don't have the solution, but I've laid out the problem in full detail for months now and the solution has yet to be found. The only way to fix ratio permanently would be to make CT more fun and interesting by buffing them, but that would hurt the integrity of our adaptation of JB and make T side not as fun. I'd rather keep things the way they are than go down that route. Lastly, even if there is a "balanced" ratio of 1 CT to 2 T's, it's usually frustrating to play T side because with that many CT's it becomes exponentially difficult to rebel. Again I'd rather not change anything than put in a change to make the ratio balanced 24/7.
  4. Originally I thought that this version was a piece of garbage since it's the version that Edge and Tango use, but after some exploration I realize I was ignorant simply because much like the community, I don't like change if it risks being worse than how things were before. This version is such a huge improvement and I'll explain why. Firstly, more death games. Too many death games is overwhelming and pretty pointless since our ruleset usually results in only a single death game used per round, but on the old vipinthemix, jump rope was the only one. It was way off in the back of the map, cluttered, easy for T's to teamkill, like it was a clusterfuck. Glad we have a few more options. Secondly, the vent system is SO much better. As a CT it makes it easier to traverse the prison when I get pinned into showers after my entire team is wiped so I can retreat to the vents to choose where I want to come enforce from next. As a T, if you used a secret like the vents in big cage or showers, that's the only place you could be and you quickly run out of options as CT's close in on you. It's a lot more fun and interesting to have multiple options in approaching every situation. Third, you say as if T sided changes are a bad thing? I'm not stupid, I realize almost every map is T sided, especially vipinthemix, but any change that makes it so CT's have to enforce in a way that doesn't involve rushing and camping secrets is a positive one in my opinion. If you want competent CT's, they're going to have to camp and rush secrets. If you've been in a lobby of players in JB where the CT's have full control all the way until LR's, you should know how boring of an environment that is. It's not fun to play as a T when CT's have total lockdown, especially if they achieve that by camping and rushing secrets. Fourth, again I actually prefer that the vent on top of cells no longer makes noise. On the old vipinthemix, even if you somehow managed to get first cell spawn, get through it fast enough without a CT rushing soccer and spraying you down, you still have to somehow make it to top of cells. If you swipe at the vent, it takes two swipes and now every CT knows exactly where you are. If you use your AWP to one shot the vent, they now not only know where you are, but they know you have an AWP and can act accordingly. No thank you. I think it's incredibly close minded to list "familiarity" as a factor in determining if one map is better or not. Does that mean you shouldn't go out and make new friends because you're not familiar with strangers? It's silly. This new map is a MASSIVE improvement, I think has improved lighting, is much less claustrophobic (new outside and widened pool hallway), and has overall better secrets and improved map design. The less dead ends the better.
  5. About 24 hours ago, Dr. DisRespect was banned on Twitch. At first, most people including myself, probably thought he showed like a dick on twitter for 7 frames and was a temporary ban. Most people thought it was just another case of Twitch's selective enforcement. However, this is most likely not the case. Twitch had contacted his subs and were refunding them. His emotes were also removed from the platform and later Discord stepped in to drop him and then go onto removing his emotes from there as well. Here's the thing though; nobody has a fucking clue on why he got banned. Even Slasher, a guy infamous for leaking these reasons, refuses to due to "the sensitivity of the subject." Last night I stayed up until about 4 am looking through 4chan, Reddit, and Dr. Disrespects previous VODs to see if I could find anything. This clip of the last few minutes of his steam are deeply disturbing and unsettling. You can see his facial expression change as soon as he gets a text message, like he knows he's fucked. While some people claim they know why he got banned, everyone refuses to say why. TimTheTatman also went on stream to say he had no idea why. Could these people be lying for attention? Most of them probably are. If even Slasher refuses to say why he got banned, this must be something beyond fucked up. Not to mention Twitch perma-banning one of their golden boys and not even giving a public statement about it. There are only a few possibilities; 1. Rape or Sexual Assault; I think this is most likely why people aren't saying anything due to its' sensitive nature and the recent geyser of allegations. It can't be involving his wife because she already came out on her Instagram story vaguely brushing off the situation by claiming it has nothing to do with her. 2. Grooming or Pedophile Activity; Another pretty likely possibility because it is sensitive and might be why he looked so dead inside after he received that text message on screen. Maybe he got messaged by someone that Twitch has concrete proof of his grooming? We don't know yet. 3. Any other federal crime serious enough to make him shit himself live on stream. Murder, insurance fraud, robbery, like who knows. Probably not anything to do with money or belongings because people are referring to the "sensitivity" of it all. So that's everything I've been able to pick up on this. Hopefully the truth doesn't come out in like 15 minutes because that'll mean I just wasted like 16 hours of my life digging by hand when a guy with a shovel was coming. What do you guys think he did?
  6. Benzene will finally be held accountable for lighting his opposition on fire
  7. Reminder that I wasn't advocating for any of these ideas here; this was more of a post to weigh the flaws and benefits of the suggestions made by the community thus far. I don't think any of these solutions are good enough to be implemented.
  8. Recently an overwhelmingly loud conversation has arisen on how we can perfect the current format of JB. Ideally, a utopian format would make T-side more fun and interesting than CT, with a focus on rebelling and gun play through frantic gunfights and desperate secret rushes utilizing vents and teleports to give positional advantages, while incentivizing players to master CT side by giving entertaining and fun orders while still maintaining order in the prison and still giving T's room to rebel. The issue is in order for T-side to be at its' most enjoyable, there has to be multiple competent CT's doing the aforementioned entertaining orders while nudging opportunities towards the T's and maintaining order. Currently, this simply doesn't happen often enough. While I, and a few others still find some enjoyment in playing the side, it's hard to argue that it outweighs getting dicked 80% of the rounds because of having braindead neanderthals for teammates who camp armory and bait towards the T's. There are two solutions to these two problems, of which the first is a must and the second is easier said than done: 1. Raise the bar for entry on CT side; this can be done by adding a minimum of 25 T points or a minimum time requirement of 2 hours or so to get a rough idea of how the prison should be run. This might seem obvious at first, until you realize that a lack of people who are good at playing the side isn't the biggest part of this issue (Yes, inexperienced players do still ruin CT a bit, but I'll elaborate on why the blame doesn't lie with them for the most part in the next paragraph). There are dozens of regulars who can play CT side pretty much perfectly, but don't want to because they no longer find enjoyment in playing the side. That's why, first we need to implement the following: 2. Add a non-exploitable, actually rewarding incentive for CT's to master the side and play it best to match the "ideal utopian format". I've seen lots of members berate the competent regulars that say "trash CT's", by saying how hypocritical it is that they criticize the CT's, but refuse to play the side themselves. This is not an issue with the regulars. No system should have to guilt-trip people of competence to doing something they don't have fun doing. Adding an incentive makes this a non-issue, but then we get into why this is such a difficult problem to solve. Alright, so now we've pinpointed the problem and I've heard the higher-ups are working towards a solution towards this. Now we start to notice how troubling it is to implement a "non-exploitable, actually rewarding incentive for CT's to master the side and play it best to match the 'ideal utopian format'". Let's go down the list with the possible systems that have been suggested, already implemented, or ones I've just thought of in the shower; 1. Ranks based on time played. This is already in JB, and it's clear no one gives a shit. If anything it's a tag that screams "I'm a control freak". Even if people did care, it would encourage people to play the side but not master it. 2. Double or even triple credits while playing CT. This might encourage people to play CT, but again, it doesn't encourage them to master it. Credit farming shouldn't be a worry as it's already a non-issue on T-side. However, the biggest problem with this system is that credits are worth as much as pubes. Making them worth anything (making more cosmetics) would require more annoying obstructions to gameplay, more stupid ass anime models to download for new players, and lower FPS. This is a dead end solution due to that fact alone. 3. Ranks based on a CT point system. How would CT's acquire points? You can't give CT's points for killing a rebel, because JB is a lot like Airsoft, it's largely trust based in that you call when you're hit in Airsoft, and you only kill people who aren't following orders in JB. The system can't determine if a T was killed fairly or if a bullet actually hit someone in Airsoft. You also can't give CT's points for winning rounds, as recently (for some fucking reason), CT's win the round by running down the clock. They can also win rounds by eliminating all of the T's. Both of these will encourage secret/armory camping, boring and super strict orders, and probably more kill-hungry CT's that will tryhard-strive for points. Much like systems 1 & 2, this is a dead end. 4. Ranks based on a voting system of who the T's liked the best as an order giver; at the end of each round, the orange text menu at the left side first asks; "Who did you like the MOST this round on CT?", then, "Who did you like the LEAST this round on CT?"; perhaps giving the most highly rated CT's perks like small health increases or very slight speed increases. Maybe even giving horribly rated CT's very slight speed and health decreases. This is the best idea I've been able to come up with personally, but it's far from perfect. On paper, this sounds like a reasonable thing to do. If the T's want orders in the utopian format, they should vote for CT's that follow it. It gives them a more enjoyable time on the server, and also rewards the CT for making the server rebel and T-side friendly. Unfortunately, as you probably guessed, in practice, this system has many flaws; the main one being that it's very exploitable. Friends can vote for their friends, and people who have personal beef won't vote honestly on the quality of orders, but rather how much they dislike them. If a lot of people want to fuck someone over, they can repeatedly vote the person they personally dislike as the worst CT, and decimate their status. This is why I emphasized maybe in giving badly rated CT's nerfs if this was ever put into place. So that's my 20 page college essay about a CS:GO roleplay server gone deathmatch that I wrote in about an hour at 12:30 am. A complete waste of time? Probably. I'd treat this as a thread for discussing suggestions of an incentive that follows the "utopian format". Please, the server is in desperate need of one. TL;DR You gotta read the whole thing to really understand this problem. Sorry
  9. ^this; the last thing jb needs right now is another incentive for T side. WE NEED A REWARDING, NON-EXPLOITABLE INCENTIVE THAT ENCOURAGES CT'S TO GIVE INTERESTING ORDERS WHILE STILL MAINTAINING ORDER.
  10. You act as though I, or a large part of the community, play for k/d and T points and that I/we oppose challenge because it gets in the way of that (That's about a pool of 30 or so tryhard players), even though my main point was that I wanted this format preserved because it's more fun and exciting than the other ones. You also questioned where CT's can even find enjoyment in playing the side, but I argue there are many ways to have fun playing the side, even with tough opposition. Simply being able to command a large group of people is fun and enjoyable for me, or even taking down a group of rebellers to reinstall order in the prison. But, what's even more fun, are those tense 1v8 rounds where I basically have to hunt down every rebelling T, until the remainders who are following orders can LR. But that's the issue; most CT's aren't capable of those kinds of rounds. The bar is set far too low for noobs, and the people who can actually do it aren't incentivized to play the side besides having fun with it. At least for my personal preferences, while CT side is still very enjoyable, T side is more fun. Adding an incentive makes this a non-issue. The trouble comes with trying to work out a system that rewards good CT's in a non-exploitable way. But to act like we're just blaming shit players for the problem without taking into account that CT side isn't as fun as T side isn't true; if that were the case, people wouldn't be asking for incentives.
  11. LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL Glad you thought so, here was my application: https://www.steam-gamers.net/forum/showthread.php?t=97454
  12. Now I'm not saying that importing features from other JB servers is a bad thing, but the amount of people trying to suggest changes that would make SG like the other JB servers is overwhelming at this point. Constant requests of CT buffs, forced death games at any time, removal of secrets, like the list goes on and on. The whole reason I believe that SG is a superior adaptation of JB vs Tango, Edge, or DG is because of how easy it is to rebel. That's what makes it original and fun; breaking off from the main group and working your way around the prison to get guns, positional advantages, and eventually slaughtering the CT's as they attempt to maintain order. The most popular maps are designed with SG's ruleset in mind. Why do you think people vote for vipinthemix, both electric maps, and summer jail over and over? They're genuinely the best maps for this adaptation of JB. They don't have many death games, if any, in order to incentivize the T's to rebel to get the ball rolling. If people really want to be pinned up against a wall every 30 seconds or have constant death games from 5:00-0:30 with CT's religiously guarding secrets, then go to the other JB servers which already do that. SG's ruleset and gameplay need to be preserved. After the removal of the iso spawn on both electric maps, I fear that this gamemode will slowly become more derivative of an already existing format. As stated in the previous thread begging for CT buffs, we need better CT's, not more buffs to make them godlike. If you've ever tried to CT on one of the electric maps, if you genuinely try to find the middle ground and give orders that aren't super boring or give the T's too much freedom, it's really easy to enforce. My only problem with the gamemode right now is the ABUNDANCE of just terrible CT's who get demolished every round and spray people for getting close. We either need more playtime required for CT's, a CT rule quiz (like on Tango), or some kind of incentive for people to play CT and master the role. CT ranks just aren't enough. Maybe 30-50 T points or two hours of playtime as a T before joining CT? The amount of CT's I see with 0-5 T points is just ludicrous. As always, I understand a gamemode has to evolve and change overtime. However, I hope this explains my strong feelings on why I really don't want this gamemode to go too far from it's incredibly fun and original format. Edit: This is also why I despise maps like clouds, dojo, and canyon dam. These are maps that are designed for a totally different set of rules.
  13. we already have war days on jb its called freedays on electric razor/revamp/vipinthemix cuz 90% of the cts camp shit anyway and dont bother enforcing
  14. I'm sure people thought the same thing on TTT, as it's always full of people complaining about RDM and such. But I think it's a small price to pay because talking after dying is pretty fun in TTT, and I imagine more so in JB. Is a testing period possible and at the end a poll could be held?
  15. Looking at the JB patch notes, dead chat has been changed a handful of times, but why not include a dead chat on JB like the system on TTT? Alive players can't hear dead players, and dead players can use the command !ma to mute the alive players for separate chat rooms. Was there a bug in the past that prevented this or is there another reason?
  16. ;(

    [ATTACH=CONFIG]20992[/ATTACH]
  17. oh shit hahahah nvm then
  18. In the past 2 months, I've noticed a crazy influx of new players from Tango, Edge, or elsewhere. The problem is that after only playing T side for half an hour, which is nothing, they can already join CT. 30 minutes is nowhere near enough time for someone to learn the rules. The amount of times I've seen a new player come in and declare themselves Warden, kill a T for getting too close to them on a freeday, or just mass freekill are incomprehensible. There needs to be some sort of extra layer of protection to prevent new people who don't know the rules from joining CT. I propose that the playtime required be increased to 24 hours. Now I know on paper that sounds ridiculous, but people who come in with the intent to mass freekill won't bother with the 24 hours. The people who don't want to mass freekill need to take the 24 hours to learn the rules properly. There are other measures that could be put in place to prevent this sort of thing, but most people seem opposed to other ideas like a CT rule quiz, similar to Tango's, or having a forum account linked to your steam account or something. But whatever barrier that's put in place, it needs to happen because new players can't keep ruining rounds like this. It's becoming a serious problem.
  19. i am fucking begging you guys to not implement a warden system. imo, what makes SG unique and a million times better than tango and edge JB is that each CT has equal power when giving orders. that creates a much better and more fair environment. also, when a warden makes a stupid bumrush order and traps his fellow CTs, the CTs are pretty much left for dead since they can't give an order to tell all the T's to freeze.
  20. My name's daft in-game and I've been playing for a few months now. This server's jailbreak is really good because of how laid-back everything is, which has its' ups and downs. However, I think some rules need tweaking and I have my reasons for it. Now most people have played this gamemode for years and I wanted to start a discussion about what rules should be changed and why. The first rule was actually giving T's the ability to speak at 4:30 rather than 4:00. The server actually did this for about 2 days and it was great, but then they reverted it back to 4:00 and I'm not sure why. Having T's input they're conversation earlier allows for rounds to be interesting at the very start. Many rounds with less than ~30 people are silent for the first minute because CT's either aren't giving orders or are giving few and far between orders. Secondly, CT's have a little too much freedom in how T secrets are approached. The idea that CT's can break a T vent before the T's get there and just camp inside of it just makes the round not very fun. I propose that CT's are only allowed to go inside of a T secret if they know a T is in the secret. Lastly, I'm fine with CT's who like to take control and give orders for most of the round. But it's extremely annoying when that person doesn't have a mic and strictly uses text chat. I've seen dozens of scenarios where some CT gives a text order in chat, but nobody moves because another CT is already talking and the T's are focused on what another CT has to say in voice chat rather than the text chat. And then the CT who gave the text order now technically has the right to warning shot the T's who didn't see it, and eventually kill them because when they ask "Why am I being shot??" the person who gave the text order has to give his reason in the chat. Which nobody focuses on. It's for this reason and the fact that CT's can't convey information quickly in high-pressure situations in text chat that I believe to join CT you should have to have a mic. I'm very interested to see and hear what the veterans of JB have to say about this and I'm hoping in the end the server turns out better. Thanks!
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