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Posts posted by _PJ

  1. Mako is one of the best examples of a map where the level system does more bad than good. All levels except for EX2 are just an extended warmup of running through the same path and doing the same things over and over to reach the final level. It has super strong items that dominate the 'meta' and make non-item players almost useless. Finally, it has many punishing sections for newer players, which I think contributes to a lot to the divided opinions on the map.
    Personally, I find the boss fights to just be a trivial DPS check. I also don't like maps with invisible walls or teleport zones like mako has all over the descent to the boss fight. And maybe most of all, zombies have practically no ability to impact a round. Wins and losses almost always come down to missed item timings or ending trolls.

  2. I really liked the Shoretrooper skin even though nobody really used it >.>
    I don't really visit the forums but I came just to support the removal of this mess.
    Why can her hair block my vision when I'm in front of her?
    Also agree with all of the complaints it looks ugly, plastic, and out of place

  3. After the recent changes to how and when maps are changed, the times that rtv is available have changed. I believe these changes are not intentional, since it removes important functionality and control from the players.


    Here it is:
    Currently, after a map vote is finished rtv gets disabled (unless extend or no change wins the vote).

     

    Since it's not immediately apparent why this is an issue, I will give the specific example that occurred today that led me to making this post.
    We were doing the final lazers on surf_vortex and had a good number of people alive and it was apparent we were going to win. We voted on a next map and immediately I saw a few people type 'rtv' in the chat. I typed it myself, and noticed it said rtv was not allowed. There were still 2 minutes left on the map though, and the map finished in only like 30 sec or so. Another round started and I was still unable to rtv.

    I feel confident that this 'feature' of the new system is unintended; but if someone has a reason that it should be kept as-is, I'd be interested in hearing it.

  4. 2nd boss general strategy: Team splits on elevator and ramp. Ramp stays away from the water (no edging!) while elevator shoots boss. Boss spawns NPCs that are HIGH PRIORITY TARGETS. KILL NPCs FIRST ALWAYS. The boss has two identical parts and the defense is also the same. At the end of the second part, defenders can jump on the lift for a free ride to the top!

    After arriving at the top, stay with the team and defend. About 5-10 people will be triggering and telling you when to fall back (we only really need like 3 but everyone likes triggering amirite). When you teleport from zone to zone you will be spawned facing the wrong direction! Turn 180 degrees and run or get trimmed. :O.o:

    For the third boss, you will all be shooting colored hands. There is already a guide on this boss in the previous A_E_S_T_H_E_T_I_C event thread with pictures, but here's my version:
    Above there are 3 hands. One has an arrow over it. There is a Roman Numeral (I, II, or III) above. This determines which of the three larger, closer hands you will shoot. Start from the location of the arrow (when it's not moving) and remember where it's pointing. The arrow will start dancing around and one of the numerals will appear up above. Start on where the arrow was pointed and count:

    • Left one hand for I
    • 0 spaces for II
    • Right one space for III

    Shoot until the arrow stops again, and repeat. After the boss fight, immediately turn and defend from the zombies.


    I might finish this later, but if not just remember to listen to leaders! Good luck and remember to have fun.

  5. Go check out the last AES event we had if you need help with the 3rd boss.
    For people that don't know the map: open your ears and stay with the team.
    For people that think they know the map: careful at the 2nd boss. We reworked how to defend at the 2nd tier about a month before it got removed.
    For people that actually know the map: don't fuck up.

    I plan on being there :)

  6. If you ever look at the bizon spray pattern you'll see that just keeping your crosshair below and little right of your target after the first 5 bullets or so will get you in the right ballpark. If you're facing a horde of zombies and/or running while shooting it'll do the trick.

  7. As far as I can tell, the players that aren't interested in the gamemode tend to drift off after around 100 hours or less, and anyone that sticks around past that becomes recognized pretty quick. I don't remember which players started after me or when, or who plays more or even where everyone's from, but I can say that there are names that I recognize and names I don't.
    When the server is full of regulars, it's hard for new players to even connect to the server and after the regulars get their fill of mako solos or santa extreme tries, the empty slots are taken by those newer players that don't understand that you can't be holding down your mic button all the time when there are 60 other people trying to communicate.
    The real solution is to learn to appreciate more diverse maps. I personally don't like several of the "tryhard" maps like deadcore, journey, mako, and several others so I end up playing with new players on other maps a lot and I can say for a fact that even long-time players don't know how many cool maps there are on the server. Did you know there's a map with giant magnets that pull you up to cross large gaps? Or that tactical awareness grenades work in ZE? How many levels are there on Parking?
    I don't think there's any issue with the state of GFL's ZE, but I also think that most people don't appreciate it as much as they should. If you're interested I'm always happy to teach or lead an interesting map if I have the time.

  8. My favorite maps have mostly been mentioned but when you ask about how maps should be improved it makes me remember farmhouse and complex. Rest in peace.

    I've already convinced the regular ze crowd of how awesome some maps that were underplayed were like negative legacy and ashen keep, and people have been on that A_E_S_T_H_E_T_I_C grind lately again, which is cool to see.

    For a break from the regular map rotation there's always apocastasis, kororinpa, inboxed, eternal void, moon base, turtles, sst, and more that imo aren't played as much as they should be.
    If you don't know those maps I'd encourage you to learn them a bit. I personally recommend them :)

  9. 1 hour ago, Malal said:

    For the mapper to do that he would need to add custom player models and it would also greatly increase file size.

    Next time I see Luff I'll try to remember to ask him about this. i.e. does he know how to make playermodels that turn transparent when you get close, has he considered using them, does file size become an issue, and most importantly what settings/plugins were intended for use on his maps. I already have a feeling that he'll be mostly indifferent, as well as most of the rest of the mapping community, but to be fair I'll ask mappers when I can and try to post their responses in this thread. Zeph acts like he's white knighting for the mapping community but I doubt he knows what many mappers want.
    Based on the fact that many mappers have "home communities" I would guess that they will say they map mostly for whatever community they frequent, and playtest mostly using those settings/plugins. Does that mean that we should increase knockback and slow down lasers for Crobat's maps? I'd say that the ultimate decision is on the community whether or not we want to implement any feature, but asking mappers certainly seems like a good starting point.

    That addresses the other two of Tibet's 3-point breakdown of this issue (which I agree with). Instead of answering the objective questions I tried to build ways to answer them in more meaningful ways, so let's see where that takes us. :)

  10. Minecraft Adventure has an in-map feature that lets you see through teammates in a way you can still see where all your teammates are. I haven't ever heard about this being taxing on the server, but maybe it is?
    Maybe the !hide wasn't made/implemented in a way to mantain good server performance?
    Coming from a CAD background, the difference between Suppress and Hide comes to mind: where suppressed objects are basically deleted until you unsuppress them whereas hidden objects are simply not rendered. Is it possible that the !hide command we used in the past was simply operating too much on the server side? Would it be worthwhile contacting the mapper for Minecraft Adventure to see how he did it?
    Just some thoughts, since as I mentioned before this entire discussion is useless unless it's possible to implement a working !hide in the fist place.
     

  11. Map(s): ze_luck_matters_v2g

    Restrictions/Limitations:  none plz

    Event Time preferred:  2018

    I noticed chewie put up a bioshock event suggestion so I thought I'd throw in my favorite yet-to-be-beaten map. Thought about just playing it outside of event, but if memory serves everyone dies to the stupid X on the ground and nobody knows which way to go/how to defend the part right after that. Because it's kind of a troll map I don't think it's very doable with a random team, but it's a cool event-type map.

  12. If plugins to hide players or make them transparent are too taxing on the server, then that's fine: we'll have to make do without. However, if that is the case, how are other csgo servers able to hide players? Are our servers just really shitty or something? This isn't a shitpost, I just don't understand why it would be that only GFL has issues with this type of plugin.
     

    On 1/12/2018 at 9:49 AM, hotEvercLear said:

    I think part of the challenge of the game is learning the maps, and knowing where/how/when to run and jump at spots. It takes practice and some level of intelligence (memory, spacial awareness, cause and effect though processing, ect...) by limiting what you can visually see and process when all the human stack.

    Sure, I can see how less visibility can lead to higher-skill moments, and reward experienced players who have memorized parts of the map. But this once again overlooks new player experience. If a player new to ze picks up a heal on santa, for example, everyone promptly informs them to use it immediately by taking it out and pressing 'g' :klappa:. While this is great for people who are trying their best to beat the map, it really sucks for the new guy that was trying to help the team.
    I realize this isn't really related to the !hide plugin, but the point is new players get screwed over so hard, and it honestly prevents the growth of our community. Improving new player experience is a bigger deal than people seem to realize, with everyone thinking their way is the best because they've been here longer.


    This is a discussion that I'm very interested so feel free to tag me in your post if you'd like a response. I would also enjoy talking via discord PMs, Steam Messages, or verbally any way you can reach me. Especially if you understand the limitations of our server and why hide plugins are so taxing, since that makes this entire discussion meaningless anyways.

  13. I would like to point out that not displaying friendly players at all can have bad side effects like not knowing where people are defending/when they fall back, not knowing if someone's triggering, not knowing if someone right in front of you is edging, etc, etc.
    Just thought I should mention this since it's more related to the original post.

  14. I would personally like a command that makes teammates transparent when you are a human. I don't believe this would help with fps issues as mentioned above, but would make it easier to know what's going on. Any map where you hold a small platform or enclosed space before a teleport or while a door closes or something it's hard to know where you should be shooting since unless you edge you can only see your teammates in front of you.
    As for the concerns that it reduces "skill", I think that there's at least as much luck as skill that goes in to standing in an area that your vision is less obscured. Plus, it could be argued that thirdperson gives similar advantages because you can see over a large group of people. Not to mention literally seeing through walls if you put the cam_collision 0 in your console, which isn't some big secret; kikofly put it in the description for the thirdperson surf event.
    I think the complaint of balance is up there with the shitpost that ze mappers don't design maps for <somewhat common server/game setting> and therefore it gives unfair advantage. Rebuys, Kevlar, Reduced Gravity, Easier Bhop, Amount of KB, and Knifing through moving objects all come to mind. Unless you can get a mapper involved in the conversation that says their map's balance depended on players obscuring eachother's vision I don't know why it's such an issue.


    tldr: I support the idea of a !hide command for humans, assuming it's easy to implement or plugins already exist to do this. I also strongly disagree with the criticism that Vauff brought up (no hate to him, it's the same rebuttal I hear every time and I'm glad he brought it up).

    • Playing PUBG with 3 other ZE regulars (possibly Vauff, Warped, and a fourth?) and I joined late and spawned at spawn island after the plane left.
    • Cards Against Humanity was great, if anyone still has their screenshots, feel free to share my most controversial answers.
    • AESTHETIC :)
    • IU becoming an admin made me feel fuzzy inside.
    • Kakarot plays ze_asian_girl
      And tons of fails by all kinds of people (including myself).
  15. You pretty much have the skills of a good ze player and it's still just the same 2 pieces of advice for you that I always give:
    1. Hold your mic button when you talk
    2. Learn when you shouldn't talk

    After a team has given up on a map, repeatedly telling them "one more try" or lying and saying there are more levels isn't good imo. Newer and less experienced players don't get a good experience when they don't know what's happening and when they don't feel like their opinion matters.
    Considering how good you are at lasers and timings on most maps, plus how many different maps you know (more than me) it's actually amazing to me that you can't hold down your mic button when you talk. Just sayin.
    <3

  16. Vauff I definetly enjoy talking to you within and without the context of GFL ZE, and I appreciate your kind words.
    DVD you seem to be on often when I play, and you were often on leading up to the aesthetic win, so I'm not surprised that left such a big impression on you. You're one of the admins I don't think I've gotten to know well enough, considering how much time we've spent on the server together.

    I have worked with kids and young adults in leadership positions for years through refereeing, counseling, and tutoring; but I feel like I'm being reviewed for a position as a Policeman or something. I don't act that way with anybody I've ever known, and if that's what GFL is looking for in their admin team I'm not the best fit.
    Admins like Warped and Olivka (for example) are almost more of a social presence on the server than they are rule enforcers, and I already have that kind of a relationship with a very big group of players here. I literally only applied for admin because I want to help keep the server fun by doing things like muting micspammers or beaconing leaders.
    I plan to continue playing on GFL as an admin or not, so you're kinda stuck with me I guess. I look forward to playing with you all.
    Thanks everyone who has already replied or is considering it.
    Also everyone else that read this that can't reply (I see you up there Light and IU)

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