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Full Version: Map Feedback & Addressing Concerns
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(Jul 17, 2019, 02:23 AM)goigle Wrote: [ -> ]I don't know how strictly they enforce those rules, but it's a little disingenuous to say "12 rules" when their rules are wordier than LL's and they still have a lot of things mentioning @'ing for permission

LL: 70 rules, 3,250 words
SS13: 12 rules, 3,375 words

Strong agree about manipulating rules to suit needs though.
I would say nowhere near as stricktly as LL, which is a good thing as they have no need to be that strict, their policy is that the rules are a guideline, not the word of god that can never be broken without punishment.

I would counter the word count with this as well:

As force noted theres another 3k words in LLs policies when you include the clarifications, the SS13 rules posted have no extra clarifications, due to the rules themselves being straight forward,and clarified within it.

If LL had that level of clarification for its  all 70+rules, do you think it would be over 10,000 words? I feel like it would be like reading half of Fahrenheit 451 as that book only has 46,118 words and IT is a literary classic.

Should a player basicly be forced to read an entire book for school, full of nothing but soulless rules and clarifications before playing on LL lest they risk severe punishment.

Ive also done a small count:

64 rules listed in the clarifications area

26 of them are not clarfified.

Most are not clarified to any degree beyond a single line

Ive picked the SS13 SSD rule for a word count due to it not being super long, and not super short at 223 words

If LLs 74 rules all had this level of clarification that would put the bare minimum reading 1/3 Fahrenheit with 16,502 words

If you chose SS13's most wordy policy/clarification, which is comparable to a few of LLs clarifications, which is their RP Standards policy at 652 words, this would put LL at:

48,248 words.
A full reading of Fahrenheit for your english class just to play on LL and not be punished for trying to have fun.
Could ya'll speak in fewer words? Us simple people don't like long speak and can't decide to agree with you or no.
(Jul 17, 2019, 06:35 PM)Markus Wrote: [ -> ]Could ya'll speak in fewer words? Us simple people don't like long speak and can't decide to agree with you or no.

Lots rules bad

Fewer good

Less strict good

More strict bad
(Jul 17, 2019, 06:46 PM)BlackDog Wrote: [ -> ]
(Jul 17, 2019, 06:35 PM)Markus Wrote: [ -> ]Could ya'll speak in fewer words? Us simple people don't like long speak and can't decide to agree with you or no.

Lots rules bad

Fewer good

Less strict good

More strict bad

Yaya. Agrees.
(Jul 17, 2019, 01:33 PM)ForceGhost Wrote: [ -> ]SS13 does indeed have 3,375 words needed for the rule set but LL actually has 3,250 words in the rules and another 3,573 words in the Rule Clarification thread, just in the OP. This doesn't include any rule clarifications written further down in the thread that haven't been added to the OP.

Fair enough, I forgot about the rule clarification thread. Might as well include the ToS too.

Honestly, I'm 100% down for condensing rules and limiting intervention in RP.

(Jul 17, 2019, 03:32 AM)Monkey Wrote: [ -> ]What if we could add some skills to earn through one life, or game session? Starts at a certain level and will rise with practice. When you die, it resets to that original level, or it can decrease by a certain percentage. It would have to be something meaningful like fire accuracy (could have negative effects with PvP), speed, endurance (stamina), etc. It would create more incentive to not want to die.

I like the idea, but it sounds like a nightmare. People already lose their minds waiting for staff to respond to RDM calls, imagine the freak outs when they lose more stuff.

That said, I do agree that there should be an incentive to live.
If we're going to implement ways to make death punishing, we also need to clear out all the annoying bullshit that can get you killed:
  • Propkilling self when building
  • Lag and running into something when driving
  • Driving in general
  • Brushing up against a car
  • Spawning car on top of self
  • Getting out of car and getting stuck in wall/falling out of world
  • All other car bugs
  • And all the other stuff that gets you killed for no reason
(Jul 18, 2019, 03:33 AM)Theo Wrote: [ -> ]If we're going to implement ways to make death punishing, we also need to clear out all the annoying bullshit that can get you killed:
  • Propkilling self when building
  • Lag and running into something when driving
  • Driving in general
  • Brushing up against a car
  • Spawning car on top of self
  • Getting out of car and getting stuck in wall/falling out of world
  • All other car bugs
  • And all the other stuff that gets you killed for no reason
I agree, and it’s easy to check if a player was killed by a vehicle or prop as opposed to another player.
(Jul 18, 2019, 03:33 AM)Theo Wrote: [ -> ]If we're going to implement ways to make death punishing, we also need to clear out all the annoying bullshit that can get you killed:
  • Propkilling self when building
  • Lag and running into something when driving
  • Driving in general
  • Brushing up against a car
  • Spawning car on top of self
  • Getting out of car and getting stuck in wall/falling out of world
  • All other car bugs
  • And all the other stuff that gets you killed for no reason
  • Make props nocollided with players whilst being grabbed with a physgun
  • I haven't noticed that yet since the map change.
  • I have brought it up, but it was brushed aside even though it is a serious problem.
  • I think devs would know how to fix that better than me.
  • Make cars nocollided with props and players for the first 10 seconds after spawning.
  • Make players exit either on their side of the car (driver-left, shotgun-right) or if it is blocked,
    then on the other side like they would in real-life.
  • Not sure which ones you mean, but agreed.
  • -||-
[Image: 5VhpFmd.png]
[Image: tkMpJ1x.png]
(Jul 18, 2019, 08:07 PM)livkx Wrote: [ -> ][Image: 5VhpFmd.png]
[Image: tkMpJ1x.png]

[Image: B09rkAS.png]

but cOlE says the mAp DoEsn'T mAtTeR.

#TeamEvo #FuckTruenorth
(Jul 18, 2019, 09:41 PM)Lord Octagon Wrote: [ -> ]
(Jul 18, 2019, 08:07 PM)livkx Wrote: [ -> ][Image: 5VhpFmd.png]
[Image: tkMpJ1x.png]

[Image: B09rkAS.png]

but cOlE says the mAp DoEsn'T mAtTeR.

#TeamEvo #FuckTruenorth


Lets not start drama.
(Jul 18, 2019, 09:43 PM)Zaidplays Wrote: [ -> ]
(Jul 18, 2019, 09:41 PM)Lord Octagon Wrote: [ -> ]
(Jul 18, 2019, 08:07 PM)livkx Wrote: [ -> ][Image: 5VhpFmd.png]
[Image: tkMpJ1x.png]

[Image: B09rkAS.png]

but cOlE says the mAp DoEsn'T mAtTeR.

#TeamEvo #FuckTruenorth


Lets not start drama.

Ironic coming from you.
(Jul 18, 2019, 09:51 PM)Lord Octagon Wrote: [ -> ]
(Jul 18, 2019, 09:43 PM)Zaidplays Wrote: [ -> ]
(Jul 18, 2019, 09:41 PM)Lord Octagon Wrote: [ -> ][Image: B09rkAS.png]

but cOlE says the mAp DoEsn'T mAtTeR.

#TeamEvo #FuckTruenorth


Lets not start drama.

Ironic coming from you.

Okay.
Not once did I say the map doesn't matter, before you start trying to start drama. I said the exact same trend happened when we changed to Rockford and when we changed to Truenorth, which is compeltely true and has been proven by every community ever that has had players on garry's mod.
(Jul 18, 2019, 09:53 PM)Cole_ Wrote: [ -> ]Not once did I say the map doesn't matter, before you start trying to start drama. I said the exact same trend happened when we changed to Rockford and when we changed to Truenorth, which is compeltely true and has been proven by every community ever that has had players on garry's mod.

Honestly never saw 45people on when truenorth came out. I came on played for less than an hour and got bored when it launched because I really didn't enjoy the map and the lack of RP
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