An extensive suggestion for GC

Suggest new features for the server here.
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mr_hidden217
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An extensive suggestion for GC

Post by mr_hidden217 » 4 months ago

Introduction

- For the first half of 2018, GunColony has grown massively in terms of its player population jumping from a mear three players per day to over fifteen players. This increase was thanks to the simplification of game mechanics in early 2018 to make the learning curve more bearable for new players. This was a welcome change, however after the patch and a further six months of patches there were still features and mechanics that the server should improve or implement to further improve use experience on the server.

- This post is a compilation of suggestions gathered from various people that have been categorized into a list. They have been shorter into two categories based on how much they would improve the global user experience on the server.
  • The first category, "Prevalent Suggestion" are suggestions for the main mechanics of the server that would directly improve the global user experience.
  • The Second category, "Noteworthy Suggestions" are minor suggestion focused mainly on weapon tweaking and map balance to improve the enjoyment of the more long term player base.
  • The final category, "Minor Suggestions" are not not linked or directly correlated with improving the the global user experience, however they are improvements that would be nice to have.
  • An extra category called “Background Suggestions“ are based on improving the staff group to be more efficient in community management and in content creation.
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- Before we start with the list. The biggest problems on the server that are the bandwidth problems, server crashing and the all around lag players experience every day need to be fixed ASAP. They have been plaguing the server for months now and should be prioritised, because they directly cause players to leave.

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Prevalent Suggestion

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(Merging/Splitting Lobbies - Suggestion)
- Split the PvP lobby into two entities called Competitive and Casual with Infected being merged with Casual.
  • Casual (AR, FFA, TDM, TDM.r & Inf) | For pub play with the mechanics streamlined for simplicity. All weapons and their respective modifications are available and communication between teams is available.
  • Competitive (Def & Elim) | For hardcore play with the mechanics made for skill based play. Weapon selection is limited, weapon modification are banned, communication between teams is blocked and communication between the dead and alive is also blocked.
(Merging/Splitting Lobbies - Arguments for)
- Currently the Infected lobby has been overshadowed by the PvP lobby due it lacking in content to support long term play. Adding it to the PvP mode pool allow it to be played easily and in normal amounts.
- Splitting the PvP lobby into two would solve the issue of finding a balance in pleasing both the casual and hardcore player base. Giving each their own lobby would allow for better treatment of both parties without angering the other.

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(New Game Modes - Suggestion)
Three new game modes should be added into the existing list of modes. These could be Capture the Flag, Control Point and Attack/Defence.
  • Capture the Flag is for Casual and has two teams with each of them having a flag . The goal being to get the enemy flag into your base to score a point. The first team to score three points wins game.
  • Control Point is for Casual and has two teams fighting over three to five sectors placed linearly from team spawn to team spawn. The goal of the game is to capture these sectors by standing on them for a set period of time with the winning team being the one first to control all points.
  • Attack/Defence is for Competitive and has two teams fighting each other similar to elimination, however the main objective is different with the game centering around a sector/object on the map. The main objective of attackers is to secure this sector/object to win with the defenders needing to blocking them from doing so to win. (Eliminating the entire team is a secondary objective for the defenders.)
(New Game Modes - Arguments for)
- Currently the modes the server provides have become stale due to there being a lack major changes to them. Including new modes with new setups and goals would would provide something new to the community to play with.

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(Map Pool Improvement (PvP/Inf) - Suggestion)
► Show Spoiler
(Map Pool Improvement (PvP) - Arguments for)
- Currently the modes the server provides have become stale due to there being a lack change to the map pool in the past months. Introducing maps to already existing modes would be a easy way of give something new for players to play with.

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(Chest GUI Redesign - Suggestion)
- Update the GUI to a have redesigned page layout and appearance. (Finished example in the Creative world x:-145 z:125)
- Add new features to the GUI for example.
  • A friends system.
  • A party system similar to CS:GO. (Can be locked for later.)
  • A clans system. (Can be locked for later.)
  • A new shop.
  • Cases.
  • Exp boosters.
  • Contracts. (Missions)
  • Cosmetics
  • and a settings GUI
(Chest GUI Redesign - Arguments for)
- The GUI system currently in use is starting to show its age lacking in appearance and usability compared to other servers. It has an old feel to it seeming to follow the general idea of “If it ain't broke, don't fix it.”.
- The current GUI is lacking in features only providing only a Inventory, leveling info and a view of the tech tree. Adding extra features would make the GUI feel more part of the server experience.

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(On-Screen GUI Redesign - Suggestion)
- In PvP. Add a on-screen text box on the right side of the screen.
- In MA. Improve the on-screen text box to have a smaller leaderboard that shows only the leading player and personal score while also showing extra things like the amount of monsters, timer and the amount of players on the field.
- In all modes. After a game show the top player in MA and in PvP from both teams.

(On-Screen GUI Redesign - Arguments for)
- Currently there is no convenient way of getting information in for example how many players are dead/alive or who is leading in kill count. Adding a on-screen text box would allow for easy access for information that in other ways needed be asked from dead allies. The text box could show the follow.
  • AR - The leading player in both teams, timer and current weapon stage.
  • FFA - Top player in damage, timer and personal damage.
  • TDM - The leading team and players in terms of damage, timer and personal damage.
  • INF - Counter of how many are and aren’t Infected and game timer.
  • Elim - How many are dead/alive, timer and round counter.
  • Def - How many are dead/alive, timer and round counter.
- Personally there has not been much use for the on-screen leaderboard in MA. I would rather get information on other things like the total number of monsters and how many players are alive, however do not completely remove the leaderboard. Rather make it smaller only showing the top leading player by damage and personal score.
- Currently this is a FFA exclusive feature to show the top player after a game. I like the feature and I think including it to all modes is very good idea.

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(PvP Improvements - Suggestion)
- In PvP, the pvp lobby should be removed entirely to instead move players directly between maps. The loadout/buy menu editor and map voting would be done using a hotbar GUI.
- In all casual modes, a team balance algorithm should be implemented that tries to balance uneven teams by moving players between teams.
- In Arms Race players should have random spawns.
- In Team DeathMatch the kill streak rewards should be improved to include health packs and ammo boxes.
- Team DeathMatch random spawn should be removed and fully replaced with Free For All.
- All throwable objects need improvements.
  • Grenades need better explosion effects and physics
  • Flashbangs need a longer blind, better detection if a player should be flashed and physics.
- Incendiary and smoke grenades should be added to allow for area denial in-game.

(PvP Improvements - Arguments for)
- The reason we have our lobbies at spawn is to decrease the need to teleport players between worlds. I started to think of a better way and a CTF server came to mind that directly moves players between arenas. I played it a while back and I think It would work well on the server. We would decrease the amount teleporting needed by half and there would be no need to teleport players between worlds increasing teleporting speeds and decreasing lag.
- To counter the problem of 1v3 or 2v6 games that causes rage quitting from the losing team. An algorithm should be implemented that moves players around between teams to fix uneven games.
- Currently the mid to end game in arms race turns into shooting range due to players reaching short ranged weapons that players with long to mid range weapons can abuse by keeping their distance.
- Team DeathMatch works fine as it is, however the kill streak rewards need an upgrade to make them have a bigger impact in-game.
- Currently Team DeathMatch random spawn has been lacking due its spawns forcing players to walk long distances decreasing fighting between teams. FFA has the same base mechanics however the game is more action pact due to having more people to fight against.
- Currently all throwables have lacking effects and physics making them feel underwhelming. Flashbangs have the same base problems, however it has extra problems being a short blind and a inconsistent unreliable detection if a player should be flashed.
- Currently there are no items in-game that allow for complete area denial other than using specific weapons like the M1919A4. Adding Molotov, smoke- and incendiary grenades would allow for complete area denial in games making games more interesting.

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(Infected Improvements - Suggestion)
- Increase the slow down zombies when shot, however do not make the slowdown so abrupt.
- Change the core mechanics of Infected to be similar to the mechanics found in custom counter strike zombies community servers. For example, humans are a one shot and zombies have normal movement speed, but an huge health pool to sustain multiple shots. (Example of CS:GO zombies servers below)
► Show Spoiler
- Block zombies from seeing human name tags threw walls.

(Infected Improvements - Arguments for)
- Right now the amount of slowdown a human can do is too little. Secondly the system that decreases movement speed when shot is too abrupt causing a complete stop in ones movements.
- Currently the infected mode is flawed with large maps, large CT health pools and nimble zombies. To fix the Infected mode to be more enjoyable. We should take interest in looking into communities like CS that have years of experience in making zombie modes.
- Not allowing zombies to see human name tags would allow humans to check both on-screen GUI text boxes without exposing themselves. For example one needs to uncrouch to check the timer that can expose his location.

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(MobArena Improvements - Suggestion)
- Increase the Difficulty of Extreme by increasing the amount of monsters while also buffing those monsters in all areas (i.e more health, damage, speed and so on). Second way is to decrease the amount of time between rounds to force players to be more efficient.
- Improve the MobArena system to be more like the CoD zombie mode that has unlockable areas containing player upgrades. A single map would have multiple routes containing their own unique upgrades with each area locked by doors that can be unlocked by spending tokens obtained from killing monsters.
  • Early game would consist of pistols and submachine guns with players having small health pool.
  • Mid game has players unlocking assault rifles, shotguns and health pool/armor upgrades.
  • The end game allows players to unlock heavy machine guns, auto shotguns and auto snipers with the best health pool/armor available for purchase.
(MobArena Improvements - Arguments for)
- The highest difficulty is not challenging enough. Improving the Extreme difficulty would be a welcome change.
- Currently the MobArena is very boring with the game based on putting players in a map and throwing some monsters to kill them. The game feels like a grinding game strate from a MMORPG. To make the mode more interesting, new game mechanics should be implemented that add game progression to the mode. For example starting players with pistols and letting them progress threw the weapon tree to fight against the increasing amount of zombies in the field.

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(Buy Menus, loadouts and classes - Suggestion)
Casual - Replace the buy menu for a loadout system.
Competitive - Keep the buy menu, however edit the weapon layout and limit the amount of weapons available (similar to CS:GO). Example -
MobArena - Rework the loadout system so instead of choosing weapons, players choose operators that can be customised to have different weapons.
Infected - If merged with Casual. The diverse classes selection of classes should be abandoned for a system where there is only a single class per team. Also the Infected specific loadouts should be removed to use the casual loadouts.

(Buy Menus, loadouts and classes - Arguments for)
Casual - If Casual is streamlined to be easy to learn/play, then the Buy Menu should be replaced with a simpler loadout system to further streamline the game.
Competitive - To allow for better fine tuning of weapons and increase game balance. The weapon count should be limited to help achieve that goal.
MobArena - Currently it puts me off that classes are chosen based on what weapon is equipped. In my opinion it should be the other way around with classes determining what weapon(s) is chosen.
Infected - If Inf is merged with Casual. I think it should follow the same mind set of streamlining the mode to be simple to understand, so removing inf specific classes and loadouts would further streamline the user experience.

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(Player Raking and the Matchmaker - Suggestion)
- A new ranking system should be implemented that rates players by their performance (kill to death and win to loss ratio) and similar to csgo gives them a badge based on these scores.
- A new matchmaker algorithm should be added that uses the data provided by the ranking system to make fair games in PvP.

(New Player Ranks - Arguments for)
- These two suggestions are to fix a single problem of unfair games in PvP. The current matchmaker generator uses a random team generator to make games that third of the time puts experienced players against new players. (This could also be used with the team balance algorithm suggested above.)

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(Cases, Cosmetics and the Shop - Suggestion)
- Cosmetics should be added like particle effects, weapon skins and clothing.
- Weapon exp crates should be replaced with cases that contain skins. There would be four rarities ranging from Consumer Grade, Restricted, Classified and Covert with drop rates being 1/1.25, 1/6, 1/44.5 and 1/400 respectively. (80%, 17.5%, 2.25% and 0.25%)
- The shop should be brought back as an arms dealer to sell the cases suggested above, but also weapon exp packs and MA operators. (Tokens need to be replaced with a new currency due to hyperinflation.)

(Cases, Cosmetics and the Shop - Arguments for)
- The main reason cosmetics should be implemented is to increase server revenue with donor perks and case packs.
- We should replace exp crates with cases due to exp crates becoming simple bonuses to the main way of exp farming of playing the game. Replacing them with cases would add new value to the openable goods market being the source of rare skins that I would expect to be extremely sought after in the community if the skins are made attractive and drop rates set correctly.
- If the suggestions above are implemented, the shop is a necessity to refining the experience of obtaining the cosmetics and cases.

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(Player Perks - Suggestion)
- Allow Recon and Specialist user to create parties that allow a group of friends join the same team.
- Allow Specialist users to create Clans and private games.
- Give shop discounts of 20% and 30% for Recond and Specialist respectively. (These percentages are based on if the average amount of crates a player obtains is two per day.)
- Add particle effects for donors with Specialist having more spectacular effects then Recon.
- Add a special case type for donators that cost the same as regular cases for non-donors. These cases would contain weapon reskins, for example an FN FAL that has the same statistics of an AK-47 or a SCAR-L.
- Add new armor models for Recon and Specialist by retexturing the chainmail, iron, gold and diamond sets. Recon would be given two special sets of armor one per team while Specialist would have four two sets of armor two per team.
- On the forums. Allow Recon users to have signatures and Specialist user to have signatures and personal avatars.
- On discord. Add a paywall to #server-chat only accessible by donors.
- Add a new rank called “Private” that costs 9.99$ and would have basic features like a rank title, access to donor areas, shop discounts of 10% and a 5% xp boost. (However then the price of Recon and Specialist should be increased to 19.99$ and 29.99$ respectively.)

(Player Perks - Arguments for)
- The server revenue has been disappointing due there being a lack of incentive to buy such ranks. Adding new, better incentives would catch the eye of users allowing us to sell more ranks and in turn increase server revenue.

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(Challenges, Achievements and Rewards - Suggestion)
- New contracts should be added that contain missions for PvP and MA. There would be four contract difficulties ranging from easy to extreme with the rewards for doing them including weapon exp, boosters, money or even cases.
- Achievements would work in the same way to contracts challenging players to do things to gain rewards, however the requirements for completing them are much harder with the rewards including exclusive skins not available in cases.

(Challenges, Achievements and Rewards - Arguments for)
- Currently there is not much to achieve from playing the game other than leveling up your weapons and player level, so adding new challenges and exclusive rewards would give a new reason to play on the server.

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Noteworthy Suggestions

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(Models, Textures and Sounds - Suggestion)
- Weapons that need new models.
  • CZ-75, Colt Python, Colt Revolver, Desert Eagle, Double Barrel, Five SeveN, R8 Revolver, USP-S
  • MP9, P90, Thompson, UMP-45 & UZI
  • M249, M60, MG3, MG34, Negev & QBB95
  • NS2000, Nova, Sawed-Off & XM1014
  • AR57, AUG, FAMAS, Galil AR, M14, M14 EBR, M4A1, M4A4, SC2010, SCAR-L & XM8
  • AWP, CheyTac M200, M82 Barrett, Scout, SSG 08, SVD
- All blocks and mobs in server resource pack should be retextured to use the textures used in cs:go and cs:s.
- All sounds still using the standard minecraft sound effects should be replaced with sounds used in the source engine. For example the zombie growling sounds.
- The music disks could be used to add music and background sounds to games like game start music
- Remove the skull effect.

(Models, Textures and Sounds - Arguments for)
- Currently some of the weapons use old, low poly models that lack detail with some of them not resembling the real thing up close. Remodeling most of the weapon models to have the correct dimensions with the correct textures would greatly improve the look of the weapons.
- The second and third suggestions are to improve the all around look and feel of the server to be similar to valve's source engine. Currently the server still uses the minecraft textures giving a minecraft vibe to the server, so replacing all textures to the ones found in cs:go would give a more realistic, Gmod style feel.
- The skull effect should be removed for the following reasons that it does not serve a particular purpose on the server. In addition it feels out of place on the server being more of a horror map element then a real victory effect.

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(Map Balancing (PvP) - Suggestion)

Cache
► Show Spoiler
Dust
► Show Spoiler
DustII
► Show Spoiler
DustPCG
► Show Spoiler
Hardhat
► Show Spoiler
Hydro
► Show Spoiler
Inferno
► Show Spoiler
Jungle
► Show Spoiler
PvP - Lake
► Show Spoiler
Mill
► Show Spoiler
Normandy
► Show Spoiler
Nuke
► Show Spoiler
Office
► Show Spoiler
Safehouse
► Show Spoiler
(Map Balancing (PvP) - Arguments for)

Cache
- Free For All | This suggestion is to remove excess regions of the map to decrease walking and to increase combat.

Dust
- All Modes | When Dust was made, the layout was made incorrectly with A site being too big and Back Passage/Nest built totally incorrectly in terms of layout.

DustII
- All Modes | Currently the dimensions of DustII are larger than they should be making the maps size disproportionate to the real thing.

- Team Deathmatch | Currently the west side of the map is hardly used with most of the fighting happening in the central region. If we were to move the spawns closer to A long and the west region is blocked off, we could split the combat between Mid and A long.

DustPCG
- Team Deathmatch | Currently the flanking route of B site is too large taking too long to traverse to be used effectively. If we removed the excess regions of the map and added extra passages ways we could improve the TDM experience.

Hardhat
- Free For All | Currently the upper levels are too overpowered. A skilled player using a long to mid range weapon can effectively hold the structure and easily be able to crush the leaderboard.

Hydro
- Defusal | The map is too small and CT side with it being extremely easy to rotate and retake sites.

- Team Deathmatch | The map does not work in TDM having too many passageways becoming a confusing, fast paced peeking game for shotguns. There is also a lack of cover to dig into choke points with the only spot allowing for this kind of gameplay being the outside areas.

Inferno
- All Modes | The map is disproportional being too small in most areas. The most noticeable area is B site with the builder adding too much stuff into a small footprint making the area a nightmare to fight in.

Jungle
- All Modes | All in all the maps layout is fine as it is, but it could use a face lift.

Lake
- All Modes | The map is too large with the dimensions being disproportionate to the real thing.

Mill
- All Modes | The maps layout is fine, but it could use a face lift to improve its appearance.

Normandy
- All Modes | The map is flawed being extremely red sided with there being a lack of cover and a convenient flanking route for the blue team. The changes made in the latest update tried to move the red spawn back, but it did not improve anything. I suggest adding cover to the red region and moving the flanking tunnel to the blue region to make the game mode balanced.

Nuke
- Defusal | The map is fine as it is, but the far left and right sides of the map should be blocked off.

- Free For All | This map does not work for FFA due to there being too many passageways to go throw. Even if the map is changed to its original state there would still be the problem of too many passageway and corners to check.

Office
- Free For All | The map has too much excess space to fight in, so blocking off areas to decrease the amount of walking would improve the map.

Safehouse
- Arms Race | The placement of the spawns are meant for defusal being far away from the building and at seperate distances. Moving the spawns closer together would decrease the amount of walking needed while also decreasing the problems spawn camping that the map has problems with.

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(Map Balancing (Inf) - Suggestion)
Castle
- Needs a redo to its layout.

Deserted
- Should be retired from the infected map pool.

Dust
- Should be replaced with Shorttrain

DustII
- The map size needs to be decreased like in PvP

InfectedTest
- Should be retired from the infected map pool.

Laboratory
- Needs a makeover to its appearance.

Museum
- Should be retired from the infected map pool.

Oasis
- Needs a rethink in terms of its camping spot placement.

TheLastOfUs
- Should be retired from the infected map pool.

(Map Balancing (Inf) - Arguments for)
Castle
- Currently the maps footprint is too large. Making it smaller while redoing the tower/wall placement would fix the size problem while also making the map look more interesting.

Deserted
- The map is old, looks dated and the layout does not seem to work in practice.

Dust
- The map has too much empty space forcing zombies to walk for minutes to get to the player camping spots. Removing the T area would remove most of the empty space in the map decreasing walking.

DustII
- Like in PvP. The map size is too big forcing zombies to walk for minutes to get to players.

InfectedTest
- The map is old, looks dates and the layout does not work being way too big forcing zombies to run several minutes to get into players.

Laboratory
- The layout works, however the map looks dated needing a facelift to its looks.

Museum
- The map is old, looks dates and the layout is very zombie sided due to there being a lack of effective camping spots.

Oasis
- The layout and looks are fine, however the camping spots need a rethink being very weird in execution. The map has a large number of camping spots with most being useless and those that are useable have more than two ways of entrie making it very hard to make a defensive perimeter.

TheLastOfUs
- The map is old, looks dated and the layout does not work in Inf being too big and having too many hiding spots.

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(Map Balancing (MA) - Suggestion)
Abandon
- The map size should be increased.

BlackHeart
- The map needs a makeover.

Graveyard
- Should be retired from the MobArena map pool.

Lab
- The map needs a makeover and a increase to its size.

Nether
- The map needs a makeover.

Starter
- The map needs a makeover.

(Map Balancing (MA) - Arguments for)

Abandon
- The layout works, however the maps size is too small.

BlackHeart
- Layout works, however the map needs a makeover due to it looking dated.

Graveyard
- The map is old, looks dated and the layout does not work.

Lab
- The layout works, but it lacks in appearance while also being too small.

Nether
- The map is old and needs an upgrade to its appearance to make it look more like hell.

Starter
- The map is very old with the building techniques used being very primitive. The layout is fine, but really needs a face lift.

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(Weapon Balancing - Suggestion)

M1 Garand
- Increase base damage by 10%
- Turn semi-auto

M1915 CSRQ
- Increase base damage by 20%

M&P .45
- Increase magazine size to 13 shots.

R8 Revolver
- Increase ammo supply from 16 shots to 24

TEC-9
- Decrease horizontal recoil

XD / HS2000
- Decrease magazine size to 15 shots

M3, Nova
- Decrease damage at 20 meters from 80% and 77% to 75% and 70% respectively

Rmt. 887
- Decrease rate of fire by 15%
- Decrease movement speed from 83% to 80%
- Decrease swap time from 0.85s to 1.00s
- Increase Hip spread from 0.55 to 0.60
- Increase reload time from 0.50s to 0.70s

Spas-12
- Increase pellet count from 5 to 6
- Increase reload time from 0.45s to 0.50s

NS2000
- Nerf rate of fire by 16%
- Increase reload time from 3.70s to 4.50s

AWM
- Buff base damage by 15%
- Nerf ADS from 0.01 to 0.03
- Decrease movement speed by 6.25%
- Decrease rate of fire by 15%

M82
- Buff base damage by 20%
- Nerf ADS from 0.02 to 0.04
- Decrease movement speed by 8%
- Decrease rate of fire by 15%

M200
- Buff base damage 15%
- Nerf ADS from 0.1 to 0.3
- Decrease movement speed by 8%
- Decrease rate of fire by 8%

Kar98k, M40A1
- Buff ADS to 0.1 and 0.05 respectively
- Increase rate of fire by 20%
- Nerf base damage by 10%
- Decrease armor penetration to 82%

M24
- Buff ADS to 0.1
- Increase
- Nerf base damage by 5% (87.4)
- Decrease armor penetration to 88%

G3SG1, MSG90 A2, SCAR-20
- Turn semi-auto
- Buff base damage by 20%
- Nerf rate of fire by 15%
- Decrease movement speed by 20%

SVD
- Turn semi-auto
- Nerf rate of fire 10%
- Decrease movement speed by 20%

SIG 550
- Buff base damage by 10%
- Nerf rate of fire 10%
- Decrease movement speed by 20%

Scout, SSG08
- Decrease the costs back to $1700 and $2000

(Weapon Balancing - Arguments for)

M1 Garand
- The M1 is underpowered, lacking in DPM while also being inaccurate. Appling a slight buff to its raw damage would greatly improve its effectiveness in two rounding un armored opponents.

M1915 CSRQ
- The M1915 has the same problems as the M1 having low DPM and bad weapon handling to effectively eliminate enemies. To improve its effectiveness in the sub 2500$ its raw damage should be increased by 20%.

M&P .45
- Compared to its counterparts at $400 such the QSZ-92 and Beretta 90two. The M&P .45 has the best penetration, however the worst clip potential. Increasing its clip size to 13 shells and buffing would greatly improve its viability.

R8 Revolver
- Currently the R8 is very powerful, however due to its low ammo supply is very lacking in sustained fighting making it viable in most gamemodes.

TEC-9
- Compared to its counterpart the Five SeveN its stats are similar, however in practice it is nearly impossible to use effectively due to its shots flying all over place when firing. I am to suspect there are still some hidden statistics that determine vertical and horizontal recoil, so improving those should make the Tec-9 viable.

XD / HS2000
- Simple put the magazine potential is too high on the HS2000 allowing it to kill a little over five enemies. The average is a little over four, so for a starter to kill over five enemies is a little extreme.

M3, Nova
- Currently the range these two shotguns have is simple extreme allowing them to effectively kill at over 20 meters. Decreasing that effective range to 10 meters would fix the range problem.

Rmt. 887
- Currently the Rmt. is too flexible allowing to effectively peek corners kill all opponents in a single shot. Restricting its flexibility to peek corners and all around mobility to turn it into a mid range NTW-20 would balance out the weapons power.

Spas-12
- The weapon is underpowered compared to the M1014 and XM2000 in causing damage requiring around 4 shots due to its low shell damage and pellet spread pattern. Simply adding a extra pellet to the pellet count would allow it to kill effectively in tight corredores.

NS2000
- In its current state. The NS2000 dpm of 35,000 damage is extreme being 25% higher than the M1014 and 22% higher then the MG3. Drastically nerfing its DPM to be around 24,200 would balance the weapon to not be so extreme.

AWM, M82, M200
- These changes are to turn these rifles into long range sniper rifles are are extremely powerful killing anyone in a single shot, however they have poor accuracy, abysmal DPM, low movement and are expensive averaging around $5000.

Kar98k, M24, M40A1
- These rifles would be turned into marksman rifles that can not one shot armored enemies, however have the best weapon handling in the entire game and have okay DPM and mobility.

G3SG1, MSG90 A2, SCAR-20, SVD, SIG 550
- These should be turned back to what they were in the past able to two shotting enemies. In my opinions these should be as deadly as the sniper rifles doing extreme damage with the their DPM, however they are extremely expensive, have low movement speed and also have poor accuracy.

Scout, SSG08
- The price of these two rifles should be turned back to $2000 and $1700 to make the viable in the budget market.

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Minor Suggestion

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(Health Bars in Competitive - Suggestion)
- A continuation to the on-screen GUI category not as important, but a good addition nevertheless. Add a text box to the right side of your screen so show information about your team like health, weapons equipped and if they are using armor.
► Show Spoiler
(Health Bars in Competitive - Arguments for)
- This would allow players to see how healthy their team is and what they have in terms of equipment to change the play style accordingly to achieve victory.

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(Server Data - Suggestion)
- Add a system that gathers player and server data into a single spreadsheet available for everyone to look at. The system would be synced to the server and gather player performance (win/loss ratio, hours played, fav weapon), map performance/popularity (average rating from players, win/loss ratio from each side.) and weapon performance/statistics (kill/death ratio, weapon popularity).

(Server Data - Arguments for)
- The main reason for a system like is to increase the amount of useful feedback on balancing the game. Currently there is lack of conclusive suggestions on the forums that are due there being only a few people on the server that truly know the background statistics of weapons. Personally I have found the problem being in the lack of easy to access, easy to understand information. Adding a new tab on the forums that contain map/player statistics and a comparison page similar to tanks.gg/compare would greatly improve the accessibility of server information and directly increase the amount of impactful suggestions.

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Background Suggestions

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(Improving the Chat Filter - Suggestion)
- Add a word list only available to trusted staff that can be easily edited that is used by the chat filter to censor comments in general chat.
- Have a filter that automatically turns uppercase letters into lowercase letters if it detects any past the first letter in a word.
- Include a system that automatically gives a cool down to players who have past a set comment count over a period of time. If this is done set amount of times over 24 hours, it gives a mute and sends a report to a database for moderators to deal with.
- Rather than replacing banned words with an *. I recommend changing it to block the comment entirely giving a warning to the user who posted it. After a set number of warnings a report is made and the comments are sent to a database for moderators to deal with.
- The more complicated way of achieving the same goal as in the suggestion above is to add a setting that is active from the beginning and allows players to independently choose if they wish to see profanity. This could be implemented by having two channels identical to and another in terms of content with one having the filter active hiding comments containing blacklisted words while the other has no such filter in place.

(Improving the Chat Filter - Arguments for)
- These suggestions are entirely based on improving the experience of players by censoring bad language and forcing players to think more about what they comment. Currently there is a problem of swearing on the server with staff responding differently to different situations where punishment may or may not be needed. A bot that is given specific rules on how to respond to situations like these would fix the problem of excessive profanity on the server and let moderators have more leverage against user who circumvent the filter and a all around easier time keeping the chat clean.

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(Auto Kick - Suggestion)
- Implement an auto kick system to the server that moves players from games to the hub when they have been afk for a set amount of time.

(Auto Kick - Arguments for)
- There is a small problem of afk players. The problems comes from staff requiring to kick afk players and this gets annoying after a while, so programing a bot that does it automatically would remove this slit annoyance.

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(Staff Permissions - Suggestion)
- Promote the permissions of certain staff members (Rijam especially)

(Staff Permissions - Arguments for)
- Currently there is a major problem in content creation in the staff team. The reasons why this is the lack of activity and communication from Hky. Right now Hky manages the entire server being in charge of game balancing, programming and content creation. The problem arises from the fact that Hky is away half of the time and when he is he does not effectively communicate with the staff team practically making the content team not part in the actual content creation. If these trends precist any longer I most say that the management of game content should be fully given to Rijam that is more active and communicates better with the content allowing the team please community.

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(The Staff Hierarchy - Suggestion)
- Implement a hierarchy system to the staff team with the admin group controlling the Content Team and Moderator Team achieve certain server goals. The word Hierarchy is harsh word for this, but simple put each team would have a couple of people from the admin group as their leaders with each leader being responsible for different things on the server.
- The Moderator-Team is tasked on controlling the community and keep everything in order. The Admins are fully responsible in moderating and have full power on the team and can freely choose what needs to be done to achieve their goals.
- The Builders will be put into a single team called the Content Team. The team is in charge of creating content for the server with the Admin(s) being responsible in decide what needs to be built, coded or changed to please the community.

(The Staff Hierarchy - Suggestion)
- Currently the staff team is very unorganized with there been little to no team work between people, due to there being a lack of central command. Each staff members usually works alone with moderators handing out punishment at their own will and builder working on their own projects. Adding leaders to each branch of the server to hand out tasks would allow the server to work much more efficiently.
Last edited by mr_hidden217 on Thu Jul 12, 2018 8:46 pm, edited 2 times in total.

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Post by ryanmoneyman » 4 months ago

You think Hky will read the whole thing?

Bet 10$ he doesn’t
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Post by Turbo » 4 months ago

This is very good. I'm currently working on a credit shop system to obtain guns and a whole revamp to Mob-Arena. I'll probably give feedback later because I have a lot to talk about.
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Post by TotalyRosssome » 4 months ago

Ok so for AR, instead of a scoreboard, highlight the highest players of each team. If you red team you see blue highlight and vice versa.
For tdm, the medishot should be a 7-9 kill streak reward. Maybe you could a minor ammo refill too. More for lower capacity and less for high capacity.
For infected, the slow should be decreased and come maybe 1-1/2 seconds after you are hit. Another idea could be that you receive more slowness as your health decreases.
Old donors should also receive perks.

Other than thAt I’m sure itS FiNe
Last edited by TotalyRosssome on Thu Jul 12, 2018 4:15 pm, edited 7 times in total.
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Post by awesomepetie35 » 4 months ago

Very cool Kanye I mean Arhippa. Outside of weapon balancing and some of your ideas for which maps should be in which game modes, I pretty much agree with all of your points.
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Post by mr_hidden217 » 3 months ago

(Suggestions missed in the main wave of suggestions.)

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(The Voting System - Suggestion)
  • PvP - Change the system so it first checks what mode was the most popular and only then checks what map was the most popular. (Note. "Elimination" & "Defusal" and "FreeForAll" & "randomTeamDeathmatch" will be treated as a single entity.)
  • MobArena - The same system from PvP will be put into MobArena, however here it checks difficulty instead of mode before choosing a map.
  • Infected - No changes needed.
(The Voting System - Arguments for)
- This is simply to improve democracy when voting for maps. Take a scenario where two players choose the same map with the same mode and another three players chose another mode, however on different maps. In the current system the first mode would have been chose even if the second mode was more popular. This is what this would fix.

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(Extra arguments for the balancing of weapons.)

(Weapon Balancing - Suggestion)
- The general balancing of weapons should follow the following rules with slight deviation between weapons in the same weapon group.
  • Assault Rifles - 15 points
    • Power | 3/5
    • Range | 3/5
    • Handling | 3/5
    • Mobility | 3/5
    • Price 3/5
    Machine Guns - 12 points
    • Power | 4/5
    • Range | 3/5
    • Handling | 2/5
    • Mobility | 1/5
    • Price 2/5
    Pistols - 17 points
    • Power | 2/5
    • Range | 2/5
    • Handling | 3/5
    • Mobility | 5/5
    • Price 5/5
    Shotguns - 13 points
    • Power | 5/5
    • Range | 1/5
    • Handling | 2/5
    • Mobility | 2/5
    • Price 3/5
    Sub Machine guns - 17 points
    • Power | 3/5
    • Range | 2/5
    • Handling | 4/5
    • Mobility | 4/5
    • Price 4/5
    Sniper Rifles - 15 points
    • Power | 5/5
    • Range | 5/5
    • Handling | 3/5
    • Mobility | 1/5
    • Price 1/5
(Weapon Balancing - Arguments for)
- Currently some weapon groups average stats are in my opinion incorrect. This mostly refers to pistols, shotguns and sniper rifles. Pistols have too much damage and range for the price, Shotguns have too much range and mobility for the price and Sniper Rifles have not enough damage, not enough range and are too cheap.

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Post by Turbo » 3 months ago

My suggestion is to go a bit further and extended the general stats of weapons to 10 instead of 5. With 5, it becomes pretty tricky to balance.
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Post by mr_hidden217 » 3 months ago

Turbo wrote:
3 months ago
My suggestion is to go a bit further and extended the general stats of weapons to 10 instead of 5. With 5, it becomes pretty tricky to balance.
- These are the five main groups of weapons, however one can all ways add sub groups for each weapon family. For example scouting-, marksman-, sniper-, auto- and anti-material rifle sub groups.

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Post by Turbo » 3 months ago

mr_hidden217 wrote:
3 months ago
Turbo wrote:
3 months ago
My suggestion is to go a bit further and extended the general stats of weapons to 10 instead of 5. With 5, it becomes pretty tricky to balance.
- These are the five main groups of weapons, however one can all ways add sub groups for each weapon family. For example scouting-, marksman-, sniper-, auto- and anti-material rifle sub groups.
I was talking about how high weapons stats should up to 5/10 instead of 1/5. Sorry.
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