
Clavus
Greens-
Posts
5369 -
Joined
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Last visited
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Days Won
96
Everything posted by Clavus
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I prefer PC casing :< And not paying 10 bucks more just because it's on the console.
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Aslo can everyone shut up about unwhitelisting everyone. I want to ban the people that grief, not exclude the nice players. I'm not a DRM program.
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Does it matter. There's no difference between pre-ordering now and pre-ordering next month. I'm buying it retail anyway. Cheaper + casing + Steam activation EDIT: I think you can pre-order on Steam now too. Just went up.
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We'll start a new map sometime this week, focussed on building instead of survival.
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Clavus talks poop and shit. Look who's talking. Now get back on topic.
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Restored a backup from 4 days ago. Can you guys pinpoint the exact time that those houses got destroyed?
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You're throwing EmRA and Redgord into the shit with that... There's a difference between being good at drawing and graphics design hmmkay. They still have to grind experience to gain photoshop skillz. And I didn't intend to offend anyone.
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Finally someone with some real graphical design skills in the community
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I actually liked the jungle setting more, but let's just wait for the mod community to bring that back.
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Next world I'm going to make the !give command public or something so we can have a building contest.
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It's annoying when multiple people with multiple animated signatures post in a row, plus you've seen the gif a hundred times now. That's why. Anyway when I wake up tomorrow I'm going to start cleaning up signatures unless you remove the gifs yourself now.
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We concluded that they're quite annoying. We'll start enforcing the rule this weekend.
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Why is the teaser not in the OP.
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Can't wait to see the first trailer. Want to see how they implemented destruction on city scale.
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Just waiting for that official mod support to come along so I can invoke permanent martial law (since you guys seem to like that so much). Why are you complaining about space in Minecraft.
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Oh lol this wasn't finished yet? Forgot all about that map
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The entries have (finally) been judged by me and Mayco. Here's a small list of everything we thought worth checking: Mayco and I reached a consensus pretty quickly, declaring KingRuff the winner with the following design: General comments: we were kind of disappointed that there wasn't much originality in the contest. A lot of designs were either incomplete, or just ZS-posed-picture-and-simple-layout. Maybe I should've posted some of my own ideas at the start of the contest to get things going, but that doesn't matter any more now. KingRuff's design was chosen because it stood out, had its own style, and could possibly be adapted to loading screens of other GMod servers (like GunRun). KingRuff gets to choose a Steam game of at most 10 euros!
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I think the people at Valve value their independence, doing things the way they want to. So I don't expect them to be bought by any company at all.
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That's not how it works. Nobody misses a cheater.
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I've had this too in couple of topics. I wonder what it is. For some reason there are <strong> tags around the text. I really don't know why.
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The large pool of weapons doesn't really fit in a class system, where every class is stuck with a loadout.
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I want to keep the corporations too, but no longer as something that determines what team you're on. Plus I want to have it completely clear what team you're part off, without that changing on the fly. An idea is to split up the players in two teams (like two countries fighting each other, while the corporations make profit from the war), and build other mechanics around that.
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I want to avoid making it a grind of any sort, so if there's going to be XP, it needs to have a smart system behind it. There's two things that need to be looked at, the micro and macro level. On the micro level: what does a player achieve on a round or map? What is he trying to achieve? On a macro level: what persistent statistics grow with the player across play sessions? What is the long-term goal? Another major element in GunRun is in how the player finds weapons. Do they get dropped (like in the current version)? Can he 'craft' them? Buy them? I think that the player should be able to work towards getting a specific weapon, without having the random chance of drops or other random numbers involved.
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I've just updated GunRun with the latest additions, also containing a buckload of SWEP Construction Kit weapons. However, it doesn't contain any new missions yet. Here's why. Right now, GunRun doesn't work. In a way that it doesn't make enough sense, it's not very accessible, and it's not very addicting. This is kind of an hard conclusion to come to as the designer, but it's better to man up than to continue down a wrong path. So what now? Well, GunRun needs a redesign. The main element, having a ton of weapons to play around with, needs to be maintained, but in a very different form. For example, isn't it better to make it strictly round based with only 2 teams? Much like how CSS starts out, but then with different sorts of missions. The gameplay needs to be more streamlined and less confusing for newcomers. Should we make it free-for-all? Problem with this is that it gets tedious and chaotic with lots of players. Plus team-based is more fun and allows you to play specific roles. Everything is up the air right now, so I'd like to hear your ideas on this. What do you like about the current GunRun, and what do you think could be improved? What other possible ideas are there? Maybe give it a more RPG-ish twist?