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Eppen

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Posts posted by Eppen


  1. As the title states, I would like for there to be custom killsounds. I often find myself thinking that I've killed someone but in reality they have 1-5 health left, which causes me to get killed in a foolish way.

    Having killsounds would prevent this, and I feel it would also be nicer than headshot sounds. Rather than body + headshot, we should have hit + kill or body + head + kill.

    • Agree 1

  2. Event rounds have been suggested in the past, however I have not seen anyone go too far into detail with their ideas. All of these event rounds have been designed with the thought of "Would I want to fucking shoot myself if I got one of these?" so that they are fun rather than tedious and annoying.

    I appreciate any thoughts.

     

    Common

    Currency Galore
    Description:
    Currency spawn rates are increased.
    Reward: N/A

    Duck Invasion
    Description: 
    All playermodels are changed to a duck model and all gunshots are quacks.
    Reward: N/A

    Scrambled
    Description:
    Players are given each-other's loadouts.
    Reward: N/A

     

    Uncommon

    Hot Potato
    Description:
    One player starts with the hot potato and has to throw it at other players. After a specific amount of time the player with it explodes and the potato is automatically transferred to the nearest player.
    Reward: The winning team's top player receives a 5-modifier gun with a random implicit, there's a small chance for them to drop a 6-modifier gun with a random implicit. The other four players in the top five slots receive a random 4-modifier gun with a random implicit, with their being a small chance to drop a 5-modifier gun with a random implicit.

    Prophunt
    Description:
    The server's players are divided into two teams; props and hunters. Cannot occur on maps with a low number of props.
    Reward: The winning team's top player receives a 5-modifier gun with a random implicit, there's a small chance for them to drop a 6-modifier gun with a random implicit. The other four players in the top five slots receive a random 4-modifier gun with a random implicit, with their being a small chance to drop a 5-modifier gun with a random implicit.

    Team Deathmatch
    Description:
    The server's players are divided into two teams. Cannot occur on maps with a low number of spawn locations.
    Reward: The winning team's top player receives a 5-modifier gun with a random implicit, there's a small chance for them to drop a 6-modifier gun with a random implicit. The other four players in the top five slots receive a random 4-modifier gun with a random implicit, with their being a small chance to drop a 5-modifier gun with a random implicit.

     

    Rare

    Egg Hunt
    Description:
    All currencies are replaced with eggs (excluding event eggs). Currencies spawn 75% less so that there aren't a huge influx of eggs.
    Reward: N/A

    Quarintine
    Description:
    One player becomes infected and must infect as many players as they can. 
    Reward: If everyone is infected, patient zero receives a random Other-Worldly weapon. If players win, the top player receives a 5-modifier gun with a random implicit, there's a small chance for them to drop a 6-modifier gun with a random implicit. The other four players in the top five slots receive a random 4-modifier gun with a random implicit, with their being a small chance to drop a 5-modifier gun with a random implicit.

    Meepen Says
    Description:
    Prompts are given to players and they must do them if the prompt begins with "Meepen Says." If they do not begin with "Meepen Says," players should not do what the prompts say.
    Reward: Random Other-Worldly weapon.

     

    Ultra Rare

    Headhunter
    Description:
    Players are given Deagles that only do damage via headshot. The goal is to get as many kills within the time limit as possible, and the respawn timer increases after every time you die.
    Reward: The top player receives a unique secondary that has one bullet in the mag and one-shots anyone they shoot, but if they miss a shot with the gun they kill themself.

    Juggernaut
    Description:
    One player becomes the Juggernaut, a very powerful miniboss that has a minigun and HP that scales based upon the number of players on the server. Players get to use their own personal weapons to fight.
    Reward: If the Juggernaut wins, they receive a unique Juggernaut Model. If the players win, the top player receives the Juggernaut Model.

    • Heart 4

  3. The way I see it:

    Pros of Removing

    • More skill-based gameplay.
    • Less delaying (in 1v1s specifically on larger maps); the last inno is often just bhopping around and the traitor can hardly keep up, which leads to unnecessarily long rounds.
    • Specific models are awful to try to hit when they are moving at Mach3.

    Cons of Removing

    • Bleeding would need to be reworked, as (to my understanding) the only way to achieve max bleed potential is if your target is moving fast via bhopping.
    • Large maps are awful to navigate without bhop.

    Alternative Solutions

    • Increase bullet spread when bhopping.
    • Prevent players from bhopping while crouched.

    Obviously there's other pros/cons/solutions that I haven't mentioned, this is all that I could come up with as of now.

     

    • Agree 1

  4. With the quests coming out soon, more opportunites are sure to be opened up as a result. So I make a proposal for a different type of quest: Contracts.

    How it Works

    1. Go into the quests menu and select the "Contracts" section.
    2. From here, you may select any player in the server to put a bounty on them. 
      1. Bounty rewards can be X amount of currency or a weapon.
    3. The reward is automatically deposited into the inventory of the player who kills them.
      1. [ONLY IF THE KILL IS RIGHTFUL]

  5. Unique Weapons

    Gauss Rifle
    Shoots exploding bullets that do initial DMG then explosion DMG.
    https://steamcommunity.com/sharedfiles/filedetails/?id=646754302

    Blundergat
    Has a single bullet in the mag but one-shots up-close, after each kill movement speed is increased.
    https://steamcommunity.com/sharedfiles/filedetails/?id=738364159

     

    Time Vortex

    Limited modifiers, such as Greed, are not going to be obtainable forever, but it'd be nice to actually be able to obtain them in the future. Could be a currency that, when used in crafting, allows weapons to roll limited modifiers that are no longer obtainable. When directly used on a weapon it could have a 50/50 chance to either add a limited modifier or a standard one

     

    It's Rainin' Droplets

    A number of droplets dependent on the amount of people in a server falls from the sky. Players have 60 seconds to collect as many of them as they can. NOTICE: Droplets would not be client-side.


  6. Every day, I see players ask one another if they can test weapon damage due to the fact that there is no official way to actually check the total damage.

    With this project, my goal is to reduce the amount of times that this happens. Simply input the values that the calculator requests, and you shall have your actual damage. The calculator takes DOTs and Strength into consideration, as well as Cycle for DPS.

    THE CALCULATOR MAY OR MAY NOT BE BROKEN; I AM NO LONGER GOING TO UPDATE THIS

    The calculator can be found here: https://api.ucalc.pro/api/261952

    Thanks to Meepen, Todd the Turtle Terrorist, and Refreshing FIrecum for the help.

    • Heart 1

  7. 11 hours ago, ✪ Todd the Turtle Terrorist said:

    I like this leveling system without any stat changes to the gun. Though it would be nice if instead of (MAX) at max level, something like a special title was added to the gun, like Eppen's Coined Deagle of Reaping or whatever. Maybe based on the mods on it.

    16 hours ago, YaBoiNathan said:

    I'd like this but idk about max 

    I strugged to think of something for level 100, I might decide to change it if I think of something better.


  8. As of now, EXP does not have an actual use other than showing how much a weapon has been used.

    EXP to Level Up
    Total, not per level.

    I've created a small spreadsheet to show how much EXP each level will require. Level 100 will be displayed as MAX rather than as "Level 100." The EXP values in the later levels are very high as it should not be easy to reach max level. May decide to adjust it it's much too high, however.
    https://docs.google.com/spreadsheets/d/1L0z9PCCiYnW5ZIPasx5Qleo-GyVqKQ4yoLVC035aWq4/edit?usp=sharing

    Level Rewards

    Level 10: Weapon name change.
    Every two levels after level 10 would allow for another name change.
    They would not stack.
    Level 25: Weapon name color change. Can change it whenever you want afterward.
    Level 50: Weapon name effect (e.g. lightning, rainbow, sparkling, etc).
    Level 100: Weapon becomes personalized (Coined Deagle --> Eppen's Coined Deagle). Can be disabled. Also adds a (MAX) tag to the right of the weapon's name which can also be disabled.

    • Agree 2
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